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Showing posts from November, 2022

3D Printed Chess Set - Ideas

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  Idea #1 - Insects Pawn - Ladybug Knight-Dung Beetle Bishop - Praying Mantis Rook - Snail Queen - Bee King - Monarch Butterfly While this option has obvious complications, such as the detail required to accurately model the objects and how sturdy the chess pieces would be once printed, I feel that I can model all of these assets. If done correctly, I believe this concept could be a lot of fun to model and print. Idea #2 - Hats Pawn - Toque Knight - Cowboy Hat Bishop - Pope Hat Rook - Morion Helmet Queen - Princess Costume Hat King - Top Hat These pieces are fun and playful. However, I feel they do not present too much of a challenge, as many of these shapes are quite simplistic. However, I do think they would make a cute final product. Idea #3 - Boats Pawn - Dingy Knight - Tugboat Rook - Canoe Bishop - Steamboat Queen - Yacht King- Clipper Ship These pieces may need to be simplified compared to the design because I am unsure how much detail the 3D printer can replicate. I also believe

Reverse Engineered Object - Final Renders and Exploded Views

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 This project has given me an appreciation for mechanical objects and their complexity. Even an object as small as this flashlight has many little parts that make it up, all of which needed to be thought through and planned out to accurately model the object in Rhino. Before this point, much of the 3D Modelling I had used was polymesh, which meant a lot of organic shapes and less of the hard surface modelling we were doing in this project. Overall, I think the project was highly enjoyable, I learned a lot about modelling with NURBS curves, and it is always satisfying to see your model rendered in the end project.

Reverse Engineered Object - Progress Blog #2

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*** So, right out of the gate, I have to say that I am having a problem with the perspective view in Rhino. It will not let me move and is locked in a single location. It is also taking some of the details out of my object. I apologize for the weird angles of the screenshots, but I am unsure how to fix the problem. The first step was to add depth to all the shell pieces I had built last time using the offset surface tool. I first measured the dimensions the sphere would need to be, 11.55 mm long, .53mm deep, 3.93mm wide at the widest and 1.20mm wide at the narrowest points. The next step was to create a sphere and then scale and morph it into various dimensions. I chose a sphere as the shape of the divets on the flashlight are rounded, with no hard edges that you would get with a cylinder. Next, I rotated it to match the pitch of the flashlight shell, polar arrayed it around, then boolean differences it to cut the shape into the body. (I couldn't get a good angle of the model in pe