Module 1 Formstorming

Weekly Activity Template

Emily Revell


Project 1


Module 1

This week I decided to focus more on learning how to use cinema 4D as I felt more drawn and excited to working with the models over the photography of my objects. I'm glad I spent time with a tutorial as it introduced me to a possible work flow to adopt while using cinema 4D as well as a multitide of hot keys. For the photography of my objects I did try and remain consistent with my cropping and tried to experiement with dynamic posing of my objects.

Activity 1

For my photography I set up a large white paper over my dresser and would use an adjustable light to help make sure the shadows weren’t too distracting (I would only adjust where the light would come from if the shadows were too harsh). Additionally, I resized all photos taken from my phone onto a 1000x1000 pixel artboard on photoshop to help ensure some amount of consistency. This first photo I just took a photo of the cream straight on. This photo I tried to utilize the grid on my camera to create a more interesting look. This photo I just took straight on so that the silouhuette would be easy to read especially for building in cinema 4D. I decided to try and model the object so that the test was legible as well as if it were for a commercial. This was object 1 and 2 together to try and form a relationship between the objects as they can both be used for skin care routines. I wanted to try and frame more compositions. This is just a front view of the sharpener that is centered to the middle  I tried to align the sharpener on one of the corners for the rule of thirds and use the pencil to guide the viewer's eye towards the sharpener. I also tried to align the sharpener and pencil on one of the rule of thirds lines to experimentwith composition. I centered the mug and put in on a slight 2/3 view. I just took a photo straight on the can. For other photos I would show the pop tab as well as how deep the indent is on the bottom of the can. I made sure that the objects silouhuette was clear and that the photo tried to follow the rule of thirds. This is a side profile of the object to be able to see a different agle of the forms coming outside its ear. I only took a photo of this object straight on as there isn’t many positions the console can remain both visible and upright. I centered the joycon and put it slightly on an angle to show all the buttons that are on the controller. I strated to experiment with more dynamic poses by introducing the other joycon and showing off multiple angles of the controllers. I contiued the same idea of incorprating both joycons to show how they look together as a pair as well as how they look straight on. This is the beginnig formation of the pig's feet where I subdivided a cube and learnt how to manipulate certain polygons. I used the inset/extrude tool to pull the feet down and then used the fit into circle to round off the legs. Finally I utilized the symmetrize tool to easily duplicate the rest of the feet. For the nose I utilized similar skills that were learnt while creating the feet. Additionally I was introduced to both the ironing and beveling tools that helped me refine selections. Finally, the nostrils were inset and then mirrored into the other axis. The ears introduced the sculpting grab tool that helped refining the polygons that I extruded from the top of the model. Due to my inexperience and the brevity of a tutorial after connecting the objects + delete and selecting all the edges to then optimize (which connected the tail to the body) the loop at the end of the tail wouldn’t properly slide. Thus, the tail to the pig looks a little wonky at the base so I just tried to use the sculpt grab brush to try my best at hiding it better. This is the final look of the pig from the front after the colour was added and the grids were turned off. This is a side profile view of the pig that shows its scale and anatomy. The tail was complicated as it used an n-side and a helix that was baked into a sweep to make the spiral to the piggy’s tail. I then used the stitched and sew tool to bridge the gap. I added a coin slot by insetting the polygons twice and deleing the furthest ones.

Activity 2

This week I took a few more photos of some objects that fit more of a coherent theme and modeled my simple and complex object. Additionally, although I tried to take more dynamic shots for my photography (following the rule of thirds) I was still more interested in the 3D modeling aspect. By the end of this week I finally thought of my final theme of 'play' after stubling upon a lego minifigure and seeing how play to me has evolved as I have aged.

For my photography I set up a large white paper over my dresser and would use an adjustable light to help make sure the shadows weren’t too distracting (I would only adjust where the light would come from if the shadows were too harsh). Additionally, I resized all photos taken from my phone onto a 1000x1000 pixel artboard on photoshop to help ensure some amount of consistency. This first photo I just took a photo of the dual sense controller straight on. This photo is of the controller upside down so the front buttons were more easily seen. For this photo I tried to make it look similar to how it would be marketed in advertisements. In this photo I tried to do a similar shot I did for the controller as I was thinking of doing a product modeling theme based on gaming. This photo is a photo of the mouse from a slightly top down view to get a better idea of the form the mouse makes. I wanted to try and frame a more interesting composition. This is a profile view of the mouse. This is a front view of the Gameboy shell with some visability of the buttons and plug in ports. This is a photo of the Gameboy shell open. I also tried to follow the rule of thirds while taking this photo. I put the airpod case on a slight 2/3 angle and took a photo trying to follow the rule of thirds. This photo is part of a lego set of small plants that inspired my theme of play and how it has changed. This is a photo of my first simple 3D model of the mug from week one. For this model I took a cylindar and inset the top face and extruded it downwards to create the bowl of the mug. I then extruded, rotated, and bridged two polygons to create the handle of the mug. Finally I used the subdivision surface to create a more organic form. The complex object I modeled this week was the game and watch from last weeks objects. I was tring to bevel the ridges but could not figure out how to have the corners not as rounded. I then used the loop/path cut tool to create an acurate d-pad shape and extruded those polygons up. For the circular buttons I utilized the fit circle tool and extruded the polygons up. For the oval buttons I inset a rectangle and beveled the corners to round them. I then extruded them and it did not come out as intended. Instead of inseting the button I extruded the rectangle and then beveled the corners. Unfortunately, I did not have auto save turned on and my computer died thus deleting the original model. For this second model I learnt that you can use the inset tool to also somewhat extrude making the slightly beveled edges that were more acurate to the object. I followed the steps from the previous model to recreate the buttons. To paint I selected the specific polygons I needed and dragged the material onto the model. In the materials tab I was able to create the metal shine of the shell. This is the model with a subdivision layer on the buttons and the front of the shell looks organic and similar to the object. Unfortunately, the subdivision layer gets rid of the iconic shape of the outer shell and it seems that there isn’t a way to subdivide specific surfaces of a model. Front view of the final model of my complex object. This is a 2/3 view of the model to see the shine of the metal easier as well as the shape the outer shell should be.

Material Workshop 1

In general, most of the materials that consist around the school are wood, glass, concrete and metal where textiles are only used minimally. Firstly, wood and metal seem to be primarily in the SCAET building. Secondly glass is primarily in study areas such as the learning commons or for the performing arts hallway. Finally, concrete is very prevalent in the j building with very large and exposed collumns as well as the AA building where the craft and design corses are held. One material that caught my eye and can be found all around the school no matter the program was the signs that are used for wayfinding. They are all the same painted/finished boardlike material that has a very distinct royal blue colour that contrasts with the more neutral walls. At the end of this workshop it was interesting to see the diiferent looks/personality of the schools campus where some areas are more creative, others rugged/industrial, and some more epmty/sterile looking.

This is a couch in the learning commons that is likely made with textiles.<a href='https://www.youtube.com/embed/tgbNymZ7vqY' target='_blank'><p>Project Video Link</p></a> This wall is located between building c and the SCAET building. The wall is most likely drywall which is made from Gypsum and additives like plywood/wood pulp. <div class='container'><iframe class='responsive-iframe' src='https://www.youtube.com/embed/tgbNymZ7vqY'></iframe></div> This is the wooden panneling in the SCAET building.

Material Workshop 2

This week the materials that are present in the three objects are stone, textiles, and rubber. In genral, stone is used more often whether its floors, walls, and or decorations. Additionally, textiles are also use pretty often in objects such as carpets, blankets, yarn/crafting materials, and clothing. Fianlly, rubber doesn’t seem as prevalent as the other two materials and are often seen as elastic bands, tires, etc. One of the most interesting things that one of the materials was used in a way I did not expect was the rubber hand. This hand was most likely made from a mold where liquid rubber was poured in and cured over a period of time. Additionally, to add to the realism of the sculpture the hand had a metal armature that allowed the fingers to move after the silicone was cured.

This slab is made of stone that looks somewhat simialr to unfinished marble and is very textured. <a href='https://www.youtube.com/embed/tgbNymZ7vqY' target='_blank'><p>Project Video Link</p></a> This yarn is made of different coloured textiles weaved in a specific way. <div class='container'><iframe class='responsive-iframe' src='https://www.youtube.com/embed/tgbNymZ7vqY'></iframe></div> This is a hand made of silicone or some sort of rubber was that poured into a mold.

Project 1

Final Project 1 Design

Physical Published 3D Printed Model

3D printed model of a Nintendo Game and Watch Legend of Zelda edition.

3D print in outdoor light still on the raft support. Front of printed model. Profile of printed model.

Digital Published Google Model Viewer

This is the mug model to show that google model viewer works.

Digital Design 1

A Lego Minifigure painted to look like me a.k.a Mini Me

Lego Mini Me

Digital Design 2

Nintendo Gameboy Advance SP Red

Gameboy

Digital Design 3

Nintendo Game & Watch : The Legend of Zelda System

Game and Watch

Digital Design 4

iPhone 14 Pro Purple

iPhone 14 Pro
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