Seishiro Tsukuda

Alessi branded USB drive

Seishiro Tsukuda Seishiro Tsukuda

Yong Song Lee

Surefire branded USB drive/flashlight

Yong Song Lee Yong Song Lee

Aaron Rodriguez

Glass Vessel

Aaron Rodriguez Aaron Rodriguez

Kenny Hopper

Guitar Amp

Kenny Hopper Kenny Hopper

Christian Guyot

Speaker Driver

Christian Guyot Christian Guyot

Christian Guyot

Guitar Amp

Christian Guyot Christian Guyot

Sean Main

Guitar Amp

Sean Main Sean Main

Simon Houeix

Desk Lamp

Simon Houeix Simon Houeix

Catherine Chiang

Speaker

Catherine Chiang Catherine Chiang

Manuel Trujillo

Speaker

Manuel Trujillo Manuel Trujillo

Light Design & Rendering, Part 2 (Apr 12)
Written by Ryan Olson   
Saturday, 05 April 2008

The second stage of the light design project is to create one or more "glamour shot" renderings of your design. Use the rendering set/indirect illumination technique that we covered in class previously (see also the new video tutorials under the Rendering section). I recommend starting with some shots of your lamp illuminated from outside, and then perhaps try some shots with the lamp providing illumination as well. Upload a screen resolution copy of your best rendering to iLearn so that we can review them onscreen together in class.

I also recommend (but don't require) making a printout of your best rendering on 8.5x11 paper (preferably high quality inkjet) to post in the hallway outside our classroom. 

Finally, if you'd like your rendering to be considered for placement on the homepage, send me a 500x250 pixel view. 

Rendering (.jpg, .tif, or .png) due to iLearn: Sat, Apr 12 (10:10 am for a bonus to participation, midnight otherwise)

Last Updated ( Friday, 11 April 2008 )
 
Rendering set backdrops
Written by Ryan Olson   
Thursday, 03 April 2008

Here are a few rendering set backdrops for use in today's lesson. You may want to use these to create your own rendering set assemblies. Notice that these models use surface features, which we have not covered yet. However, they can be placed into an assembly just like a normal solid body part.

Last Updated ( Thursday, 03 April 2008 )
 
Lofted Vessel (Apr 5)
Written by Ryan Olson   
Saturday, 22 March 2008

For this assignment you will design and model a simple vase or bottle using the Loft feature. It is recommended that you model the object as a solid, and then use the Shell feature to hollow it out and open up the top.

The only requirement is that some portion of the model use a Loft feature to blend two or more profiles together. I recommend looking at western and ikebana (Japanese flower arrangement) vases for influence if you decide to model a vase. Alternately for a bottle, try looking to liquor bottles for some creative influence.

This assignment is a rare case in which it may not necessarily be best to work from a detailed hand sketch before moving into SolidWorks. Instead, try experimenting with the Loft feature and see where it leads you. If you have trouble getting your lofts to work, your design may be too ambitious. Lofting is a complex topic, and the intent of this assignment is to provide a gentle introduction. We will get to more complex lofts later on. 

Due: April 5

Last Updated ( Saturday, 22 March 2008 )
 
Peruvian Vessel (Mar 22)
Written by Ryan Olson   
Saturday, 15 March 2008

Ancient Peruvian Stirrup-Spout Vessel

PeruvianPeruvianPeruvian
 

This is a typical ceramic vessel from the Andes region of South America, ca. 12th-5th century BC. The handle/spout design is called a "stirrup spout" due to its similarity to a horseback rider's stirrups. This model provides yet more opportunity to practice revolves and sweeps. This particular piece is part of the collection at the Metropolitan Museum of Art. You can see a picture of it here. For this exercise we're only interested in the basic shape, not the surface details.

Since the vessel is hollow with an opening at the top, the best approach will be to model the whole thing as a single solid body and then use the Shell feature to hollow it out. I used a wall thickness of 3mm, which seemed to work well. On the Shell feature screen, you can select the top face under "Faces to Remove" to keep the top open. Alternatively, you can use Extruded Cut or Revolved Cut to make an opening after the Shell. Note that the entire interior of the vessel should be connected, such that liquid in the bottom can be poured out the top opening; see the section view in the images above.

I'm not providing any drawings for this one, just an eDrawings file. I highly recommend saving the image on the website above and using it as a Sketch Picture guide for the Front plane of your model. The artifact is approximately 8.5 inches high, so scale the picture accordingly.

Finally, when modeling this myself based on the website picture, I realized that the stirrup (loop) part of the handle/spout most likely has an oval (elliptical) profile, rather than circular. If you try it with a circular profile, you'll probably find that the top spout is too big to fit on the handle part. You can see what I mean in the eDrawings file. 

Two of the video tutorials cover the Shell feature, and may be helpful when working on this model.

Due: March 22 

Note: This assignment will also be due on iLearn by Sat, April 5. Upload your SolidWorks Part (.SLDPRT) file.

Last Updated ( Saturday, 22 March 2008 )
 
Light Design & Rendering, Part 1 (Mar 22)
Written by Ryan Olson   
Wednesday, 27 February 2008

This will be a multi-stage assignment in which you design and render a table or floor lamp. The first step will be to sketch out your design in traditional media, creating orthographics that can then be scanned in as Sketch Pictures in SolidWorks. Next, create a model f your design using the tools we have learned so far. Think about the materials used to make your lamp (metals, woods, plastics, translucent materials, etc.) To make the rendering process easier in the next part of this project, try to design your SolidWorks part so that each body is made from only one material. Ensure that your lamp model is at a scale that would make sense in the real world.

Since we have covered the bottom-up modeling method using assemblies, you may choose to model this project as a multi-part assembly instead of as a single part. The choice is up to you. 

The next part of this project will be to create PhotoWorks renderings of your lamp, but it's not necessary to do this just yet.

Initial Model Due to iLearn: Mar 22

NOTE: Upload an eDrawings file (.EPRT if your lamp is a Part, .EASM if your lamp is an Assembly) to iLearn by the beginning of class at 10:10 am to increase your participation grade for the course. I will review some of the uploads onscreen during class.

Last Updated ( Saturday, 22 March 2008 )
 
<< Start < Prev 1 2 3 4 5 6 7 Next > End >>

Results 11 - 15 of 31
This site is an educational resource to support coursework in the Department of Design and Industry at San Francisco State University. Site content © 2007, 2008 Ryan Olson.