Module 1 Formstorming
Weekly Activity Template
Sanren Zhou
Project 1
Module 1
In this module, we photograph objects in our lives and analyze
whether they are primitive or complex constructions. We select 5
primitive objects and 3 complex objects and begin to understand
the tools and features of Cinema4D by modeling them up.
This
is also the beginning of our design move from 2D to 3D.
Project 1
Final Project 1 Design
Physical Published 3D Printed Model
3D printed duck model
I chose to print this duck because its base is on the large
side suitable for 3D printers to stack material upwards.
The difficult part of printing is the duck beak part, as it
is larger than 45 degrees, so I needed to add supports and
adjust the data in Cura. I reduced the layer height so that
I could get a fine line to make the 3D-printed model
smoother. I also adjusted the thickness of the wall,
reducing it appropriately while maintaining the support,
which saves printing time and material. Once the print was
complete, I used scissors to trim a portion of the plastic
first, and I used a mini electric grinder to trim in the
details and in the parts where there was too much support
material. Finally I used sandpaper to polish the model.
Digital Published Google Model Viewer Design 1
Digital Published ApplePencil 3D Model
The ApplePencil was the first model I tried for digital
publishing. It is made of simple materials, but by rotating
and changing light and shadow, you can see that it has a
certain irregular deformation design on the side of the
pencil, which was reached in Cinema4D with the Boole
function.
Digital Published Google Model Viewer Design 2
Digital Published Coke can 3D Model
In the exercise of digitally publishing a Coke can, I
focused on finding the most appropriate metal material, as
well as modifying and tweaking the material in the material
editor. I ended up using the material “Metal Steel Plate
Rough 002 100cm”, which gave me a non-reflective metal
material, and you can see some fine lines, very similar to
the real can material.
Digital Published Google Model Viewer Design 3
Digital Published screw 3D Model
The modeling of the screws was the most difficult of all
the modeling I attempted. When I finally finished modeling
it and was ready to put it into the 3D model viewer, I ran
into the problem of the file being too large as well as
parts of the model being missing. This made me realize that
digital publishing is not only about how to build the model
and render the textures, but also about how to “safely”
convert it into a digital publication. So I reworked the
bottom half of the screw, and fortunately the publication
went smoothly.
Digital Published Google Model Viewer Design 4
Digital Published cracker 3D Model
The making of the cracker was one of my favorite and what I
found most interesting parts of the whole project. Here I
explored the use of bump maps, UV wrapping and how to
digitally publish models with complex mapping and
texturing.