3D MODELLING

Page 1

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

Image-01

Image-02

The Victorian style clothes seems outdated in this era, but we will try to use new design methods and new materials to bring this style of clothing back to life in the contemporary era

Image-03

Image-04

3


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

4

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

5


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

6

7


Weave Range 60

Geometric Iteration 02. Weave Range

Weave Range 40

60

8

40

20

Weave Range 20

9


Top view

Front View

10

11


Pespective View

13


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

14

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

15


Geometric Iteration 01.

Geometric Iteration 02.

Weave Range 60

40

Weave Density 20

60

40

20

Graphics

Detail

Overview

16

17


Exploded View

18

19


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

20

21


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.

2

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...

3


Parametric Development. Step 01

Define the offset surface from hybrid prototypes

Step 01

Define the offset surface from hybrid prototypes

4

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

5


Parametric Transformation. Step 01

Define the surfaces and connect to divide surface component

6

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

50

V count 1

100

V count 2

200

V count 3

7


Parametric Transformation. Step 01

Define the offset surface from the development of hybrid prototypes

Step 01

Use interpolate to generate weave curve

8

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

9


Parametric Transformation. Weave Range 60

40

20

Graphics

Detail

Overview

10

11


Renders.

13


14

15


16

17


18

19





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

26


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.