Posts

OBDF 310: Plotter Drawing

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To begin with on this project, I significantly revised my initial definition, I removed the elements of extrusion, as I wanted flat geometric designs for the drawings, I also made the remaining elements far more elegant, I particularly thought the rotations on the arrays is much better and more user friendly now, maybe there's an even better solution, but this was a significant improvement. Nothing to fancy or ambitious here I will admit, but I feel more confident in it's functionality and my understanding of it's elements The original version is shown above, and my improved definition below Here's 3 designs I decided to use, as they appeared in Rhino, soon to be drawn by a robot, I think the final one is particularly successful, it's quite dynamic, and looks like a top-down view of a pyramidal structure to me. I unfortunately ran in to some big problems that delayed my printing, the first is entirely on me, I ac...

OBDF 310: Parametric Line Drawings

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 I wasn't quite sure where to go with this project so I decided to create  something fairly straightforward, a nested array of objects. I created an initial array of rectangles, and then set the resultant array on a polar array, and then arrayed those  arrays on a grid. The result allows variable range of surfaces, but is also very fiddly and prone to odd behavior.  I then decided to extrude those objects in a random range, however I find the behavior of the random function extremely odd, and don't think I fully understand it's behavior, the importance of the range versus number of seeds for example, or why it seems to break down at larger values, this is something I need to figure out before I use it much more, as the random functions as used in this definition are mostly random guesswork that led to a functional result Here's the final definition, not many complexities going on here, I'm not taking to Grasshopper as readily as Rhino but it is st...

OBDF 310: First Definition

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This first mini project went quite straightforwardly, I followed along relatively closely for the duration of the tutorial but experimented with the values and tools as I went, I didn't stray to far from home for the most part as Grasshopper doesn't come quite as naturally as Rhino, and there's a lot of pieces to remember. I'm trying to get into the habit of documenting what at least some of these nodes do in my definition by renaming them right off the bat, I've always been terrible at the sort of thing and it frequently causes me headaches when I have to hunt down a photoshop file named ASADASDfinal2 or whatever random name I pick out of a hat. Still though, the use of visual scripting made this learning process a lot easier for me than it otherwise might have been, I've dabbled in it before with other tools, and find it has a lot of clarity, and I didn't have any confusion over the basics, though I am sure much will arise later on.  T...

Final Post: Milestone Projects

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3D-printed Chess Set

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to begin designing this set, I did a handful of initial thumbs for the pawn, which is, as far as I'm concerned, the most important piece for establishing the aesthetics of a set. I decided on a low-poly aesthetic, using actual humanoid figures rather than totally abstracted pieces. Right away I knew this would be a massive undertaking so I decided to design the set in such a way that I could re-use much of the geometry between pieces.  These were the first two models where I established exactly how I was going to approach this set, The pawn and both of their faces had a quite a few flaws in construction that I would later revise in the final set, but otherwise they provided a strong baseline to make these pieces involved a heavy amount of lofted shapes and manually joined planar surfaces. I found I had to do the majority of the problem solving directly in 3D to get the results I wanted, and it was rather tedious work, you have to be very careful in making sure all of their ...

3D Printed Ring

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This project was fairly straightforward and a much needed break from the tyranny of the soldering clamp For me, the early iterative process of any problem is probably the most interesting while my sketches tend to be rough, I tend to pretty thoroughly lay out ideas I think would be interesting, and try to have a mix of feasible concepts, as well as totally off the wall ones, such as the working pepper mill ring. The great part about putting crazy ideas to paper is that sometimes they lead to other good ones, that didn't happen this time but oh well. There's also a random doodle there because I got bored Ultimately I decided upon the lego ring, sword ring, and cylinder ring To design this, I laid out the basics in 2D, but compared to previous projects I did a lot of the shaping in 3D; I wasn't 100% sure exactly how I wanted all the pieces to look and be proportioned, so I found the experimenting directly with 3D tools let me get more immediate results, that's ...

Reverse Engineered Object: Render

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Finally finished with this project, there's still areas I would have like to polish more, but the clock is up so here we are. Overall I'm happy with how this came out, every problem that I didn't quite have time to resolve is a problem I'm absolutely confident I could fix with everything I have learned so far, which I think is a good place to be in terms of having unresolved little issues. Now, on to the renders, this particular object doesn't have a whole lot to take apart, however it is quite dynamic and changeable, so for each render I manually re-arranged the parts to get different looks and to try to make something as plain as a soldering third hand fun to look at it, hopefully I've succeeded in that to one extent or another. This object also turned out to be a fortunate pick in that exactly the textures I wanted for it were already loaded up.