Module 1 Formstorming

Weekly Activities

Lilith Solomon

Project 1


Module 1

Formstorming with Primitive Shapes and Cinema4D (First time using the program!)

Activity 1

Three CDs.<br>
                Two of them are gifts from my parents and one is a CD I used to burn music into. Seraphim CD.<br>
                This is the CD I used to burn music into. It has 20+ songs. I may add more in the future. Three CDs in Cinema4D.<br>
                By using the scale tool and duplicating my edited primitive disc shape, I created the three CDs.
                I wanted to portray them as if they're stacked or overlapping one another to create a sense of depth.
                This is why I added lighting: so the shadows will help create the three-dimensional shape. Three CDs in Cinema4D. <br>
                I wanted to portray them as if they're stacked or overlapping one another to create a sense of depth.
                I adjusted the lighting here for a slightly more dramatic effect and liked the darker shadows. JBL speaker.<br>
                I wanted to point the camera at the crevice within the speaker. Tablet stand.<br>
                I originally used it for my drawing tablet, but it's more for my iPad nowadays. Face cream with open lid. Face cream with closed lid. Face cream with open lid in Cinema4D. <br>
                I had fun using the rotate and the scale tool for this model.
                I also had to improvise on ways to recreate the screw of the container. What I did was that
                I squeezed the disc and duplicated it, then stacked it atop one another and attached it to
                the main disc. JBL speaker. Sheep ball toy. Sheep ball toy in Cinema4D. <br>
                This is the first object I modelled. I experimented with the matte texture as well as
                the colors. For the ears, I played around with tapering a cube. Sheep ball toy in rough in Cinema4D. <br>
                The rendering process of the toy. Here is where I was playing around with tapering
                my cube for the ears. Lamp in rough in Cinema4D.<br>
                I was experimenting with dramatic lighting because that's what I think of when I
                hear the word lamp. Majority of this rough model consists of flat or elongated cubes. Lamp.<br>
                It has a digital clock at the stem and a charger at its base. Semi-closed glasses case.<br>
                The textures of this object consists of felt and faux leather. Back view of glasses case in Cinema4D.<br>
                This is a rough draft, since I aimed to place down primitive cubes to start blocking
                basic shapes. Side view of glasses case in Cinema4D.<br>
                I recreated the likeness of the flap by adjusting the edges and points in the Model mode. Open glasses case. Closed glasses case. Wooden clock.<br>
                This is a gift my grandfather gave me. It's made out of bamboo. There is a border of
                string lining the inside of the clock. Lamp in Cinema4D.<br>
                Rendered view with dramatic lighting. I wanted to try out using one light as a focal
                source. Side view of lamp in Cinema4D.<br>
                This was exported with the basic render viewport. 3/4 view of wooden clock. 3/4 view of wooden clock.

Activity 2

Tablet stand. <br>
                I chose to revise my model for this object because I wanted to try
                3D printing with booleans (used to make the gap) and extrusions (used to make the
                resting spot of the tablet) in place. Rough Cinema4D draft of the tablet stand.<br>
                I started with choosing my primitive shapes, making segments, and removing planes 
                for the gap. Rough Cinema4D draft of the tablet stand.<br>
                I was playing around with the rotation tool. This is where I began setting up the
                form or position of the stand. Rough Cinema4D draft of the tablet stand.<br>
                I used the symmetry tool to help close off polygon holes. A basic render viewport of the tablet stand.<br>
                I added matte texture for the plastic bases and leather texture for the strips. Open glasses case.<br>
                I wanted to see what segments are included within this object, specifically
                the flaps and the sides. A very rough draft of the glasses case.<br>
                I positioned the segments (flaps) to help form the shape. I also rounded the corners of
                the front flap. I modelled the inside segments of the case and added a felt texture. I also edited the
                top flap by adjusting the edges. A render of the glasses case.<br>
                I played around with colours and textures in this stage. A render of the glasses case.<br>
                I modified the light source for this render and changed the texture colours
                in order to add more of a contrast. A desk lamp with a digital clock and a charging pad. A top-down view of the tablet stand with gouraud shading (lines).<br>
                This is where I focused on adjusting the position of each shape by relying
                on the symmetry tool as well as the grid lines. A close-up view of the wooden desk clock. A rough render of the desk clock.<br>
                I used the extrude tool to add a dip on the base to add depth for 3D printing.
                I also used the boolean tool by creating a cylinder and merging it with the base. The desk clock, angled.<br>
                This angle is for a reference on how the base curves. A bird's eye view of the desk lamp.<br>
                I wanted to show the three booleans I created for the light and the
                displays. The top plane's corners are also rounded. A rough draft of the lamp base.<br>
                This is where I was experimenting with edges, the extrusion tool, and the bevel tool. A rough render of the desk clock.<br>
                I used the clone tool to create the hour and minute digits as small cylinders.
                The minute digits are later used as a boolean. A bottom view of the lamp.<br>
                I used the extrusion tool to add another layer and adjusted the base with the
                edge tool to make it slant inwards. Experimenting with a different light source in Cinema4D.<br>
                I normally use the area light source but I wanted to try using the pin light. Render of the lamp.<br>
                I added a grey backdrop to contrast against the white material. The displays
                also have a black, flat texture. Render of the desk clock.<br>
                I added a wooden texture to the clock as well as a rope texture to the
                inside of the border. There is a metallic and a grey texture to the clock's hands.
                The hour digits also have the grey texture and the second digits are dug inside
                the wood with a boolean. Render of the desk clock.<br>
                I rendered this model with the pin light source on. I also tried using a texture
                map for the background. A 3/4 render of the desk clock. Render of the lamp.<br>
                I revised my area lighting and changed the background textures.

Material Workshop 1

Material: Ceramic<br><br>
     These are ceramic sample tiles found in the ceramics lab hallway. They each have different
     glazes and bear ridges to show texture on how soft or harshly they appear on the glaze.
     It is a multi-day process to create ceramic from scratch. Part of its initial process
     involves sifting. A sieve is used to sift through any unwanted powder or particles from
     dry or liquid slurry. It takes time to process ceramic material, since it has to be
     hardened over time in a stove called a kiln. It also has to be reglazed, then left to dry.
     Ceramics are then painted over to reduce cracking. Material: Glass<br><br>
     Glass is a delicate material that originates from sand, powder, or dust. There are
     different bases used to create glass, and one of them is named silica sand. It is
     a small dust that determines the quality, clarity, and strength of the glass depending
     on how much is used. It is the primary source used in Sheridan College's glassmaking
     laboratory, as it is also the best sustainable option. During the glassmaking process,
     the glass starts as a crystal blob which is continuously reheated in the furnace. It is
     then to shaped by cutting or bending. Material: String<br><br>
     This is a close-up of leftover string found in the textiles lab. The string is typically
     made with natural fabrics, dyed fabrics, or recycled fabrics. In this picture, the students
     I spoke with said these were made with natural fabrics.
     String is made from fine and delicate fabrics, such as cotton or fibre, which is woven together 
     to bundle up into a sturdier cord. These bundles of string can then be used to create fabric. 
     Some fabrics are difficult to sew, like silk or wool. They are classified as heavyweights or
     'slippery material' and can be tricky to handle due to how tough the overall strings are.

Material Workshop 2

Wood Texture<br><br>
     A close-up of a wooden board from class. The board itself was thick and there were indents that
     showed wear and tear. There was some fraying on the edges, though the board was smooth overall.
     It's a polished board, but judging from the grains, the ringed textures, and the colour, this wood 
     derived from an old tree. My background information comes from my grandfather, who was a carpenter in
     the Philippines. String Texture<br><br>
     A close-up of a ball of string from class. The string was awfully scratchy to touch and it felt
     similar to the yarn from the textiles class next door. These are made with natural fibres.
     The string is woven together tightly and its quality is sturdy. It can be a great substitute for
     rope. I'm not certain it would be preferable for knitting. Leather Texture<br><br>
     Image found online at OnlyGFX.<br><br>
     Leather is usually found through fashion or in hardware stores. This material can be rough, smooth, or
     velvety, depending on the process and alterations it passes. Farm mammals are the main source of leather.
     Another source is aquatic animals, such as alligators. Their hides are de-haired, cleansed, and
     tanned in order to refrain from crumbling and decomposing. In order to achieve different colours,
     dyes are used. Faux leather has a different procedure of being made. Synthetic plastics and fibres are
     blended together, then applied with polymer coating, then embossed with textures.

Final Designs for Project 1


Physically Published 3D Printed Model

Cuboid desk clock

The 3D printed version of my grandfather's clock. A front view of the 3D printed version of my grandfather's clock.

Physically Published 3D Printed Model 2

Tablet stand

The 3D printed version of my tablet stand. The 3D printed version of my tablet stand in a 3/4 angle.

Physically Published 3D Printed Model 3

Desk lamp

The 3D printed version of my digital desk lamp. The 3D printed version of my digital desk lamp in a 3/4 angle.
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