Wednesday, October 3, 2012

DSDN 104: Enhancing Final Hexagons

So, for my final model, I'm seeking to enhance one of the hexagonal models that I've already done. The way in which I want to enhance this puppy is by re-applying itself as an overlay onto itself. So I'm continuing on with the idea of the many making up the large.

So, first I started out with the concept of the hexagons interlacing the stacked hexagon model I had before. I created a hexagonal grid with hexagons extruded the same height as the model I had prior. Then, after creating the grid, I intersected the hexagons with the hexagons (oh the meta-ness!) and created a form.

Because things are never as easy as they could be, the structure that I had intersecting resulted in me then having to delete all the excess around the outer edges of the model, so that there were no extra lines leaving the model. 3-D printers are finicky and won't print anything that has open faces or edge problems.

Slowly I worked away at the form, peeling and deleting away all the excess shapes and layers. It was a very slow and arduous process. The overall hexagons however were slowly becoming visible due to the imposed lines of the main hexagon frame, which run the full height of the model. The model feels insanely complex, and hopefully it will work in the end for 3-D printing.

Now the form becomes visible. Stripping back all the excess, there is now something that stands as an interesting shape with intriguing form. The hexagon grid cut in a myriad of different ways suggests form, it implies how the shapes will look.

I tried bringing the model then into 3dsMax once it was completed. The model looks really good and definitely conveys the idea of the many making the compound which I want to carry across in this set of models, which is ultimately embodied by this model.

This screen capture from Max shows all the errors inherent in the model, so obviously it's a pretty tricky fix. Everything that is red shows some sort of error, so there are a lot. But I took the screen capture because I thought it was actually rather pretty. The rhythm and structure of the shapes makes for a really intriguing image.

Tuesday, October 2, 2012

DSDN 104: The Cube Monster Returns

So, with the return of the cube monster, I wanted to explore some more diamond-shaped symmetry, and as a result came up with a form that is based around single cubes, justlike the others in its branch. The cubes form the entire model, and again explore the idea of iterative design. The small working together to create the large.

In a way, this piece feels like a little die. An eight-sided die of awesomeness!

Again I designed this in Sketchup. I could have done it in Solidworks, but I decided in stead to do it in Sketchup, because Solidworks is a little bit tricky when it comes to an assembly. I'm still trying to maintain an element of simplicity, but one that hides an element of complexity to it.


The render turned out pretty well! The model, again being more angular, suits the chrome surface really well. I actually had to tone down the reflectivity because it was way too difficult to see what was the model and what wasn't.

DSDN 104: The Second Coming Of The Cube Monster

So the next form that I've taken from the cuboid structures is another one that is a little bit simple, but it's really powerful at the same time. There is an odd sense of power around this cube-shaped form.
Forming it from 1000 cubes and taking away some feels really iterative, which is the main these behind this branch of forms/models.

I developed the model in Sketchup for simplicity's sake, and then translated it into 3dsMax. Once I had the model in 3ds, I decided to go wild with materials and made a scene that worked well. I decided that often my chrome forms haven't really felt like metal at all, so I applied a foreign material to the plane, namely a stone texture. This input of colour livens up the scene completely and allows the model to sing.

I placed lights in such a way that they would reflect from the internal spaces on the model. This allows the model to seem like it's glowing, an aesthetic that I think is fantastic. It feels powerful and almost sinister.

On the flip side, I also think this model wouldn't look out of place as a seat or bench in a city somewhere, where it could light up at night.


Monday, October 1, 2012

DSDN 112: Project Refinement

So I've been mad making stuff recently for this class, and pumped out a whole collection of pieces for the final flash video. These pieces will all be integral to making the final flash product. I've designed them all in one style, to maintain a single corporate identity (of sorts).



Now, TO FLASH!! Na-na-na-na-na!