Project 1 - Formstorming Freestyle

Nate Hines

Cinema 4D exploration and model development


Project 1


Module 1

3D Modelling - First Steps (TITLE TBD)

Activity 1

A painted-metal hanging gardening pot. I find this garden pot interesting for it's ribbed body and ruved anchor. A croissant on a white plate. A red gala apple. I wanted to experiment with manipulating rounded shapes. While building the pot, i learned how to target rows of points. this model uses point manipulation as well as bends to create it's form. The croissant proved a challenge to effectively show it's softness, so i attempted to rectify it by taking advantage of the 'fillet' function. While building the body of the apple, I utilized visible space to make the illusion of completeness. In the end I ended up building the apple using mostly the bulge and bend tools to make it seem more cartoon-ish. A wrist watch. I wanted to challenge myself with a more detailed rounded object, while keeping with the simple shapes. This watch is just that, a simple design with ample nuance and different materials. It was difficult at first to create the shape of the straps on the watch, so i took inspiration from how finger rings appear. I knew that the watch itself had different materials like glass and leather, so i attempted different ways to show that through texture and color. In the end using different materials in combination with the reflections of light made a difference in selling the watch's realizm. A Mortar & Pestle made from stone. This object was a challenge to get the curvature correct for both the bowl and grind-stone. A red aluminum pop can. A tissue box made from cardboard and paper. With this object, I wanted to challenge myself to stage an object in semi-motion. While working on the curvature of the bowl, I learned to use the taper function. it helped to smoothly bend the bowl inwards. In the end my experimentation with the taper tool helped achieve the curvature i needed effectively. I also began messing with the texture panel to try and create a stone-like appearance, to moderate effect. With this object, I wanted to try a different way of sculpting, using several objects to combine into one more complex one. I also fiddled wit the text vector function. After lots of trial and error, I was successful in using the boole tool. The next challenge was to make the tissue paper come out of the new hole. In the end I used lots of tools like twirl and bulge to mkae the paper portrude in a somewhat mobile way. In the future I might try and use point-mesh manipulation in tandem.

Activity 2

A white hat staged on a black table facing forwards right A white hat staged on a black table facing front A white hat staged on a black table facing right The Back of a white hat staged on a black table Using block modelling, it was difficult to cleanly cut the back of the hat out of the original after recreating the general shape, I started to refine it using blocks. once it became recognizable, I started on the details and fine-tuning through sub-division. the result came to be a much less worn-out version of the hat. Black-rimmed sunglasses with blue lenses staged on a black table facing forwards. Black-rimmed sunglasses with blue lenses staged on a black table rear-left angle the back side of black-rimmed sunglasses with blue lenses staged on a black table. Black-rimmed sunglasses with blue lenses staged on a black table on its side. using similar techniques as in the hat model, I developed the general shape of the glasses. The symmetry tool and axis symmetry helped visualize changes much simpler. In this iteration, I decided to dabble with materials. I wanted the lenses to be transparent to simulate the end product easier. The result of this made the model feel much more accurate to the images and source materials. Black and silver over-ear headphones, staged on a balck table. Black and silver over-ear headphones, staged on a balck table. Black and silver over-ear headphones, staged on a balck table. Black and silver over-ear headphones, staged on a balck table. at first, it was challenging to block the naturally rounded shapes of hte headphones while keeping proportions. after struggling with it, the form of the headphones slowly took shape. Once the shape was visualized, it was time to start detailing. The symmetry tool and viewports simplified it by leaps and bounds. most the way through, I realized there needed to be more polygons to be able to texture it properly... So i redid it. The end of the process resulted in a good recreation of the headphones, ready to be textured and finalized.

Material Workshop 1

During the workshop, we explored the textiles section acrross from the room. Here, they use all-natural fibers to create fabrics to be used in a multitude of projects like clothes and furniture. This workshop is where students use different types of wood depending on the density, colour, and/or pattern desired for the build. they can also choose from a plethora of finishes to seal the wood. The pottery and ceramics section use clay and other earth materials in combination with natural materials like fur, hair, and foliage. once formed into the desired shape, different metals and paints create colours and textures after being fired in the kiln.

Material Workshop 2

In this workshop we explored materials found in everyday objects. This glass cube has a unique transparancy that makes it look like a block of ice. This object is a sponge. It's interesting how it's so light due to it's porus and fiberous nature. This also makes it squishy. This object is a piece of heavy plastic. it's texture is very smooth, adn visually reflective of rough light. it's surprisingly heavy for it's size, too.

Project 1


Final Project 1 Designs

Digital Published Model 1 - Baseball Cap

My first published model, This baseball cap uses box modelling and several boolean subtractions to shape to the form of a human head.

Digital Published Model 2 - Over-Ear Headphones

For these headphones I used box modelling to create the different surfaces and material types.

Digital Published Model 3 - Sunglasses

Glasses are naturally rounded and non-geometric, so I used a combination of box modelling and sculpting to build this model.

Digital Published Model 4 - Product Display

Each of the models follow the theme of headwear, so I placed them all on a mannequin head, simulating a product photo shoot.

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