Hybird Prototypes. MARC6102_3D COMPUTER DESIGN MODELLING _ Eddie Xiaochen ZHENG SID|480000987 Yanhao CHEN SID|520600430
Precedents.
Contents.
2
01
Precedents
02
Neck Ruffle
03
Arm Sleeve
04
Combination
05
Reference & Video
In the Victorian period, aristocrats liked to wear clothes with many decorations, most notably neck ruffle and sleeve. Its intricate pleats and decorations define the period’s clothing
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The Victorian style clothes seems outdated in this era, but we will try to use new design methods and new materials to bring this style of clothing back to life in the contemporary era
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Neck Ruffle. Step 01
Step 03
Step 04
Step 05
Step 06
Offset the three contours along the base plane
Define the points on the loops
Move the points along the Z-axis
Interpolate the points as the weave curves
Offset the loops as the outer loops
Step 07
Step 08
Step 09
Step 10
Step 11
Step 12
Repeat the process of step 03, 04 and 05 on the outer loops
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Step 02
Find the three contours on the neck and the base plane
Loft each inner and outer loop
Define the lines and connect with the Pipe the lines with different radius on points on the bottom weave curve the start and end point
Define the spheres on the end point of the pipes
Define the pipes on the spheres
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Geometric Iteration 01.
Z-axis direction
The direction of pipes Use unit-Z to define the direction of pipes along the Z-axis
Use Vector 2pt to define the vector between the inner ring points and outer ring points of bottom loop, and use this vector as the direction of pipes
Vector 2pt direction
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Weave Range 60
Geometric Iteration 02. Weave Range
Weave Range 40
60
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40
20
Weave Range 20
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Top view
Front View
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Pespective View
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Arm Sleeves. Step 01
Find three contours and use lins to connect them together from Z-unit
Step 05
Loft the bottom weave curve and central loop
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Step 02
Create two pipes on the start and end loops
Step 06
Create the weave curve of top loop
Step 03
Offset the loops and move the points of loops along the Z-axis
Step 07
Loft the top weave curve and top loop
Step 04
Create the weave curve of bottom loop and loft the weave curve and loop
Step 08
Loft the top weave curve and central loop
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Geometric Iteration 01.
Geometric Iteration 02.
Weave Range 60
40
Weave Density 20
60
40
20
Graphics
Detail
Overview
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Exploded View
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Reference. Image 01 Ernestina Iolanda di Ligne, https://it.wikipedia.org/wiki/Ernestina_Iolanda_di_Ligne Image 02 Peter Paul Rubens, 1620, Portrait of Anne of Austria, https://en.wikipedia.org/wiki/ File:After_Rubens_-_Anne_of_Austria,_Queen_of_France_-_Versailles_MV_3410. jpg Image 03 Tumblr, https://i.pinimg.com/564x/73/a8/7f/73a87f6454db5de59ae43a828727864d.jpg
Image 04 Nicolaes Eliasz Pickenoy, Portrait of Catharina Hooft, https://www.pinterest.de/ pin/429530883211506059/
Video. https://youtu.be/yqM1iQOyyms
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Performative Outcomes. MARC6102_3D COMPUTER DESIGN MODELLING _ Eddie Xiaochen ZHENG SID|480000987 Yanhao CHEN SID|520600430
Precedents.
Contents. 01
Precedents
02
Parametric Development
03
Parametric Transformation
04
Render
05
Unity Game
06
Reference & Video
Image 01.
Image 02.
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Inspired by the science-fiction film Prometheus, We are designing a scenario of human’s exploration to an unknown planet where the ship’s crews try building a future habitat for space immigration. Based on the hybrid prototypes, more iterations are created indicating elements of scenery such as spaceship crash from a fail landing attempt, a floating city building as contemporary housing for pioneers and early immigrations...
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Parametric Development. Step 01
Define the offset surface from hybrid prototypes
Step 01
Define the offset surface from hybrid prototypes
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Step 02
Input offset surface as data into explore tree component
Step 02
Interpolate points on the surface to create three weave curves
Step 03
Grafted the input data and output into three branches
Step 03
Give the sine index to the weave curves via graph mapper
Step 04
Connect to brep to make each layer adjustable
Step 04
Use offset surface to create the geometry form
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Parametric Transformation. Step 01
Define the surfaces and connect to divide surface component
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Step 02
Use defined points as the start point of the line SDL
Step 03
Enable pipes along the Z-axis using pipe component and generate a sphere using mesh sphere EX
The length of pipes Use the number slider to control the length of the line SDL and then control the length of pipes
The density of pipes Use divide surface’s V count number to control the number of the poins amd then control the density of pipes
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V count 1
100
V count 2
200
V count 3
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Parametric Transformation. Step 01
Define the offset surface from the development of hybrid prototypes
Step 01
Use interpolate to generate weave curve
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Step 02
Use seam to define start and end points for the closed curves and move these ponts along the curves via extend curve
Step 02
Offet the surface to generate geometry form
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Parametric Transformation. Weave Range 60
40
20
Graphics
Detail
Overview
10
11
Renders.
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Reference. Image 01 Souleiman, S. (2020) Prometheus - alien, Behance. Available at: https://www.behance. net/gallery/107292069/Prometheus-Alien (Accessed: October 27, 2022).
Image 02 Messing, S. Steven Messing - Prometheus Concept art, Prometheus Concept Art. Available at: https://arthur.io/art/steven-messing/prometheus-concept-art (Accessed: October 27, 2022).
Video. https://www.youtube.com/watch?v=NQiYdol6PxA
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