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Showing posts from February, 2020

Unfolding Objects

With this unfolding exercise, I wanted to test various shapes and practice my workflow. I also used it as an opportunity to see if a guitar would be feasible from papercraft. I practiced making various components of the guitar in its most basic geometric form. This gave me a sense of how I would need to unfold it so it could be put back together.  A basic unfold test on angled elements. Guitar Body: This one was a failue, but an easy fix. I would just need to put every other piece on the either side. Guitar Bridge: Separated into two unfolded forms. Top of a guitar neck. Bottom angles might need to be a separate piece. Guitar Saddle, straightforward. Would glue to top of body. Guitar Pickup. Again, would glue to surface of body. Unfold practice, lofted point object. More unfold practice, this time twisted. A Guitar volume knob. A better version of a guitar volume knob.

Paper Architects: Zim & Zou

Lucie Thomas and Thibault Zimmerman are French artists who operate out of Dordogne, France. Zim & Zou (As they are collectively known) have backgrounds in graphic design who shifted their focus towards handcraft. The absence of computers in their work is what I find so fascinating. We live in a digital era where all of the math and tedious labour can be done for us. Instead of technological reliance, Zim & Zou logically construct, draw up and cut out their designs with their own hands. When looking at their work, they not only had to design how each piece would fold or cut, they also factored in which segments needed to be cut out of which colour of paper. Their work is not only a structural marvel, but a colour theorists dream. What ties their work together for me, is the addition of a narrative. For myself, a real work of art comes to life when it tells a story. When looking at the paper worlds of Zim & Zou, I can't help but wonder the origin of this mushroom

Coffee Intravenous Renders

For this mash-up, I imported my previous Coffee Intravenous model from Meshmixer and began to work on it within Rhino 6. It was quite refreshing to work in Rhino where I had the "photo realistic" tools available. The materials alone made quite a drastic impact on the final product. What I found most useful, however, was the toolbar Rhino had. I was able to accurately model an intravenous tube and have it bend and curve in whichever way I saw fit. I was also able to add tube inputs and outputs on the machines. Before they were just arbitrarily stuck in the sides of my object. I also separated the wheels from the wheel stand to apply a different material for a more authentic look. Finally, I was able to add an image plane to my computer to give it some life.  For the renders, I added a glossy floor with three point lights. I reduced the shadows on two of the lights to avoid overcrowding the image. I was then able to add a background plane and turn up the brightness of the lig