Showing posts with label maya. Show all posts
Showing posts with label maya. Show all posts
Thursday, May 29, 2014
Danielle Aras-Independent Project Process
These are some images of the process of making the Chicago Federal Building model.
I did the initial 3-D model in Maya. Knowing the building was symmetrical, I made it as easy as possible on myself by only modeling one of each wall that was repeated more than once.
The next step was to take the model into Pepakura and unfold it. I made two separate models, one for the base and one for the cupola. In this image, the colored pieces in the right window are all I needed to build the whole model.
After unfolding the model, I used Illustrator to add the cutout details and windows.
This is what the files I sent to the laser cutter looked like...
And these are the pieces I got back, ready to be assembled. The final product can be seen in my other post.
Labels:
Danielle Aras,
Illustrator,
laser cutting,
maya,
pepakura,
rhino
Monday, May 19, 2014
Thursday, March 13, 2014
Danielle Aras - Pepakura Final
This is my final Pepakura piece. I modeled it in Maya then used Pepakura, Illustrator, and Rhino to create the layout for the laser cutter.
This is the original model in Maya. The open windows were not originally part of the design but while putting the piece together I decided to leave out those pieces both for aesthetic reasons and to make it easier to put together.
This is basically what the layout of the cut file looked like (there are also some extra pieces that do not belong to this sculpture). I ended up leaving off the large base piece as well because it didn't really need it and it was much easier to put together with the bottom completely open.
Labels:
Danielle Aras,
Illustrator,
Laser cutter,
lasercutting,
maya,
pepakura,
rhino
Danielle Aras - Pepakura Studies
This is the first study I did leading up to the Pepakura project. I got the shape from the polyhedral models website.
This is what the cut file looked like after I had taken it through Illustrator and into Rhino:
For my second pepakura study, I started with a model in Maya and went through the workflow using Pepakura and Illustrator.
This is what the model and cut lines looked like in Pepakura:
Labels:
Danielle Aras,
Illustrator,
maya,
paper,
paper sculptures,
pepakura,
Polyhedra,
rhino
Wednesday, March 12, 2014
Ashley Wood: Eye Monster
This is my Eye Monster sculpture. It was 3d scanned and brought into an obj. file. It is opened here in Maya.
Ashley Wood: Pepakura
This is a form I did in Maya. My focus for this project was to make a complex form with both mountain and valley lines so I could learn the Pepakura process.
Sunday, September 29, 2013
Eddie Holecko: Project One, Digital Cleanup
Once the model was exported to an obj from RapidWorks, I imported the model into zbrush to clean up the polygons.
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| Original geometry |
Using the Dynamesh command in Zbrush, I evenly dispersed the polys throughout the object resulting in a much cleaner mesh.
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| Dynamesh Model |
I used Dynamesh in Z-brush to create several different high resolution and low resolution versions of the object.
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| 29K polycount (left), 72k polycount (right) |
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| 191K polycount (left), 470k polycount (right) |
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| maya screenshot, low poly obj |
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| low poly obj (left), reduced poly wire frame geometry (right) |
Eddie Holecko: Project One, Process Photos
For this project, taking inspiration from H.R. Giger, I created a small WED clay sculpture. The sculpt is roughly 4" tall so it works well with the 3D scanner's short range focus.
After the sculpture was scanned, I combined the scans from multiple angles to create one mesh. I also cleaned up the geometry and cut out the metal pole that appeared in the scan. Then I imported the mesh into Rapid Works, where I patched a few holes in the geometry. After the mesh was fused to one and completely patched, I exported an obj file.
| roughed out creature sculpt |
| roughed out creature sculpt |
| refined creature sculpt |
| refined creature sculpt |
| refined creature sculpt-profile |
| rough creature sculpt back view |
Next, the sculpt was sprayed with Kryolan Crystal Clear to seal the detail during the scanning process. The quick creature sculpt was then taken to the scanner. I added several tracking points which make combining the geometry from each scan easier.
| Sculpture, with tracking points, mounted to the scanner. |
| Sculpture, with tracking points, mounted to the scanner. |
| Positioning the sculpture is very important in order to receive a clean scan. If the sculpt/object is not in focus then the scanner does not read the geometry. |
| The scanner doing its magic |
| The scanner and a glimpse at the Scan Studios interface |
In order to capture enough of the sculpture to work with in Rapid Works, Zbrush and Maya, I had to scan the object 360 degrees from three different positions.
| Re-positioned sculpture |
Next, I imported the obj to Zbrush in order to clean up the geometry. More information on mesh clean-up coming soon!
Eddie Holecko: Project One, Reference
I'm Eddie Holecko, junior visual effects major at the Savannah College of Art and Design. I love both sculpture and digital modeling and I look forward to this class because it integrates both techniques.
Being interested in creatures and characters, I decided to sculpt and scan a maquette of an original creature inspired by one of my favorite artists, H.R. Giger. He is responsible for designing the very famous alien creature in Ridley Scott's film Alien.
Below are a few images of Giger's work.
Labels:
3d scan,
3Dprinting,
andrewfscott,
bust,
character,
design,
H.R. Giger,
maya,
photoshop,
rapidworks,
sculpture,
Sculpture 250,
WED clay,
zbrush
Tuesday, May 21, 2013
Sami Lee Woolhiser: Crystal Installation Process
The digital segment for this project required four programs including Maya, Pepakura, Illustrator and Rhino.
Maya: I designed the elements in Maya simply by creating a cube, extruding faces and continually manipulating the shape via control points and corners. This was the fun part.
One problem I had with the original test models was that the faces were warped in the digital world and when I laser cut them out of eflute they weren't meant to bend. To solve this I simply cut all of the polygons into triangles so that the three points would create a flat surface, this was a full proof way to make sure I didn't run into that problem again when actually fabricating the pieces.
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| Maya |
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| Pepakura |
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| Illustrator |
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| Rhino |
| Devin Thompson working Pepakura magic! |
| Anne Mason |
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| Ty Derousseau |
| only about half of the pieces made |
| Transporting them! |
| In the warehouse |
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