Thursday, December 21, 2017
Wednesday, December 20, 2017
PROJECT 4 QUARTER 2 Summary
Project Information:
G. Iverson Hex-MOD Sunglasses
A uniquely designed pair of MOD style sunglasses with a hexagon motif, cut out of wood on a CNC Mill.
In response to the popular "Clout goggles' trend sweeping the internet, I decided to design my own pair of oval sunglasses. The sunglasses are designed in Maya to be cut out of wood on the CNC Mill.
Beginning the concept design process, I started by creating an inspiration board with reference images of sunglasses that fit the style I'm aiming for. I used these reference images as I cranked out various thumbnail designs. Starting with the face of the sunglasses, the thumbnails lacked originality. As the thumbnails progressed, I came up with a variation of the oval glasses including a hexagon around a circular instead of ovular lens. Approved by my peers, I moved on to design the sides. The sides ended up more complex than intended, but they fit well with the face. The sides are designed to be wood pieces, attached by wires as sort of a hybrid between bulky and wire sunglasses.
After settling on the design I quickly took a rough draft into illustrator, where I then completed a well made blueprint of the face and sides. In preparation of Maya modeling, I added a basic shape guide to the blueprint, which I would use to start the modeling process.
At first, the ovular portion of the glasses came out very warped. I ended up starting from scratch, and managed to get a much better ovular segment. I then used the Boolean -> Union tool to merge a hexagon around where a lens would be. After a tedious and inexcusably drawn-out clean up of the geometry, I used Boolean -> Difference to cut a lens hole using a cylinder. The lens hole caused even more geometric issues, which caused me to spend countless hours reworking and cleaning up geometry. After an intense simplification of the lines, I was finally able to reflect the sunglasses to see a full face. I added edge loops to all of the important edges, so that the smoothed model would show the prominent edges of the glasses. Although it took more time than it should have, I was extremely happy with the outcome.
I then moved on to model the side pieces. Using what i learned from modeling the face, this process was very quick, although I spent a solid hour trying to integrate a hole for the wire to run through. I was equally satisfied with the sides.
After the 3D model was made, I did a cut test of the face of the glasses. The proportions were just about perfect but a tiny bit to small, but I ran into bigger problems. I made the stupid mistake of trying to carve plywood - actually, two pieces of plywood sandwiched together - and the wood splintered so bad that the cut didn't finish. Despite the trouble, the glasses still look very cool and I would like to make a better cut in the future.







G. Iverson Hex-MOD Sunglasses
A uniquely designed pair of MOD style sunglasses with a hexagon motif, cut out of wood on a CNC Mill.
In response to the popular "Clout goggles' trend sweeping the internet, I decided to design my own pair of oval sunglasses. The sunglasses are designed in Maya to be cut out of wood on the CNC Mill.
Beginning the concept design process, I started by creating an inspiration board with reference images of sunglasses that fit the style I'm aiming for. I used these reference images as I cranked out various thumbnail designs. Starting with the face of the sunglasses, the thumbnails lacked originality. As the thumbnails progressed, I came up with a variation of the oval glasses including a hexagon around a circular instead of ovular lens. Approved by my peers, I moved on to design the sides. The sides ended up more complex than intended, but they fit well with the face. The sides are designed to be wood pieces, attached by wires as sort of a hybrid between bulky and wire sunglasses.
After settling on the design I quickly took a rough draft into illustrator, where I then completed a well made blueprint of the face and sides. In preparation of Maya modeling, I added a basic shape guide to the blueprint, which I would use to start the modeling process.
At first, the ovular portion of the glasses came out very warped. I ended up starting from scratch, and managed to get a much better ovular segment. I then used the Boolean -> Union tool to merge a hexagon around where a lens would be. After a tedious and inexcusably drawn-out clean up of the geometry, I used Boolean -> Difference to cut a lens hole using a cylinder. The lens hole caused even more geometric issues, which caused me to spend countless hours reworking and cleaning up geometry. After an intense simplification of the lines, I was finally able to reflect the sunglasses to see a full face. I added edge loops to all of the important edges, so that the smoothed model would show the prominent edges of the glasses. Although it took more time than it should have, I was extremely happy with the outcome.
I then moved on to model the side pieces. Using what i learned from modeling the face, this process was very quick, although I spent a solid hour trying to integrate a hole for the wire to run through. I was equally satisfied with the sides.
After the 3D model was made, I did a cut test of the face of the glasses. The proportions were just about perfect but a tiny bit to small, but I ran into bigger problems. I made the stupid mistake of trying to carve plywood - actually, two pieces of plywood sandwiched together - and the wood splintered so bad that the cut didn't finish. Despite the trouble, the glasses still look very cool and I would like to make a better cut in the future.

Tuesday, December 19, 2017
PROJECT 3 QUARTER 2 Summary
Project information:
Serpentine Duality
An illustration of a two-headed snake, representing characteristic duality.
For this project, which I've decided to call "Serpentine Duality", I've decided to create a more artistic piece, intended to be produced as a digital print. The concept is that of a snake with two heads, with the two heads representing different emotions. The process included concept thumbnails, lots of rough drafts, and then eventually a digital render.
I started by trying to decide how to illustrate two faces/heads. In nature, a deformed snake with two heads usually has a small split, with two tiny necks separating each head. Drawing the heads this way proved difficult, so I tossed around other ideas. The sketches included both heads with the mouths connected, one head with two snouts, and one neck with two head; however, each of these ideas did not hit the paper the way I wanted to. I ended up liking the thumbnails where both heads were separated by long necks.
I started making rough drafts with the long necks. It started off extremely rough; the concept was there (which was promising), but the heads looked awful and the body was still awkward.I figured out the neck intersection pretty quick, and I continued to draw similar concepts to improve my skill. Eventually, though I messed up the neck intersection, I drew two heads that I really liked. At that point, I realized I was prepared to draw something presentable.
With that, I mustered up a final design. The body was good, not perfect but good. The heads both looked great, although they were vastly different. One head, depicted screaming, held it's jaws open wide bearing a cruel and unique set of teeth. the base of the head was surrounded by large intricate scale, with the Japanese character for 'screaming' printed on them (Japanese characters are sort of an art trend, so I tried it out). The other head was much more graceful. I drew a streamlined, calm head. The design of the head was calm by nature, not to be credited to by the comically dead eyes. I added further detail to the body for a more finished look, along with an experimental lattice structure.
The meaning behind the piece is duality. The first, more obvious representation, is the duality between the screaming, live head in contrast with the graceful but dead persona. In human character, it represents the loss the loss of what makes a person beautiful, while the ugly remaining persona is left screaming, with little left to redeem the loss.
I attempted to bring the final sketch into illustrator. However, as I traced it I wasn't happy with the quality of the design at all. I sort of lost confidence in the design after seeing the ugly tracing, and I ended up leaving it unfinished. dissatisfied with the project, I drew a normal coiled snake and inked it. It looked good, but I completely lost interest in the project. The theme made me uncomfortable, and the actual drawing felt forced and enjoyable. i don't plan to finish the project.
PROJECT 2 Q1 Summary
Project Information:
Off-Road Stock Car (Concept)
Preparing for the State Technology Student Association Transportation Modeling competition, I practiced thumbnails, sketches, and a 3D model for a stock car.
Every year, TSA does a Transportation Modeling competition. The prompt this year is to create a physical model of a stock car, and I plan to compete. While my actual design hasn't been started, I've begun practicing the techniques I need to learn as well as brainstorming a few thumbnails.
I started by testing my competence modeling a car in Maya. I googled pre-made blueprints for a police car, which I used to try my hand at modeling the body of the car. After deciding to test model the Ford Taurus LX Interceptor, I set up three image planes for the side, front, and top view in Maya. I then created a cube, scaled it, and then added subdivisions to match key point of curvature on the car. I moved those points to match the blueprint, and then cut holes where wheels would be. After cleaning up the geometry, I had a general shape of the car and felt I now confident that I could model a more detailed, competition model.
Leaving my test model where it was, I started on some thumbnails. my first thumbnail was an attempt at drawing a sports car in perspective. I like the idea although its not drawn particularly well, so I then sketched a side thumbnail that wasn't nearly as satisfying. I moved on to a second design based off of a soft-topped jeep. The design was nice but the portions were very out of wack, so I kept drawing similar ideas. After drawing the front view, I had a design i was a little more satisfied with.
I then moved on to a second page of thumbnails. After a failed 2nd attempt at the jeep-esc design, I tried to draw a Chevy Camero to warm up. It turned out alright, and I moved on to another sports car sketch. It sort of reminded me of a Dodge Charger, but I actually liked it less than my first perspective drawing. I moved on, drawing a better rough draft of the jeep idea.
While the project is still in conceptual and practice phases, I really like the soft top design. When I move on to a final design, I plan to model a soft top car sort of like my rough draft, but less bulky and lower to the ground. Once the model is done, I plan to 3D print the body and use a wire frame and cloth to make an actual soft top for the submission model. I actually like the idea of this project a lot, and I plan to finish it by the TSA State Conference.


Off-Road Stock Car (Concept)
Preparing for the State Technology Student Association Transportation Modeling competition, I practiced thumbnails, sketches, and a 3D model for a stock car.
Every year, TSA does a Transportation Modeling competition. The prompt this year is to create a physical model of a stock car, and I plan to compete. While my actual design hasn't been started, I've begun practicing the techniques I need to learn as well as brainstorming a few thumbnails.
I started by testing my competence modeling a car in Maya. I googled pre-made blueprints for a police car, which I used to try my hand at modeling the body of the car. After deciding to test model the Ford Taurus LX Interceptor, I set up three image planes for the side, front, and top view in Maya. I then created a cube, scaled it, and then added subdivisions to match key point of curvature on the car. I moved those points to match the blueprint, and then cut holes where wheels would be. After cleaning up the geometry, I had a general shape of the car and felt I now confident that I could model a more detailed, competition model.
Leaving my test model where it was, I started on some thumbnails. my first thumbnail was an attempt at drawing a sports car in perspective. I like the idea although its not drawn particularly well, so I then sketched a side thumbnail that wasn't nearly as satisfying. I moved on to a second design based off of a soft-topped jeep. The design was nice but the portions were very out of wack, so I kept drawing similar ideas. After drawing the front view, I had a design i was a little more satisfied with.
I then moved on to a second page of thumbnails. After a failed 2nd attempt at the jeep-esc design, I tried to draw a Chevy Camero to warm up. It turned out alright, and I moved on to another sports car sketch. It sort of reminded me of a Dodge Charger, but I actually liked it less than my first perspective drawing. I moved on, drawing a better rough draft of the jeep idea.
While the project is still in conceptual and practice phases, I really like the soft top design. When I move on to a final design, I plan to model a soft top car sort of like my rough draft, but less bulky and lower to the ground. Once the model is done, I plan to 3D print the body and use a wire frame and cloth to make an actual soft top for the submission model. I actually like the idea of this project a lot, and I plan to finish it by the TSA State Conference.

PROJECT 1 Q1 Summary
Project Information:
Personal Totem
Using Maya, I 3D modeled cylindrical segments and detailed them in a totem-pole style. The project is unfinished.
At the start of the year, I started by working on a freehand Maya project, where I was going to create a totem pole with 5 segments. I took inspiration for each segment from a doodle I did because I find many of the shapes I used appealing, and afterward I decided to 3D model it into a totem, which I could potentially carve out on Smoky Hill's CNC Mill.
At the beginning of the school year, I started a doodle to brainstorm. Starting with a blob of a 'bird', I used only pens and continuously added lines around it. As I added those lines, I used image recognition to build off of them into actual drawings. I divided each drawing by a barrier consisting of a concentric bubble, with tiny tangent lines connecting the bubble to the actual image. When viewed as a whole the drawing reveals even more unique shapes that the brain recognizes as familiar objects. Many of these shapes were unintentional, which is what made the doodle into an raw, interesting art piece.
I wanted to do SOMETHING with the doodle but I didn't know what. When I heard about Smoky Hill's new CNC Mill, I thought that a totem using ideas from the doodle would be a good project to test it out. I started in Maya, skipping the design process and opting for the freehand style I used in the doodle I was using for inspiration. I started with the totem segment, where I created a cylinder with 12 subdivisions. I then cut a ring out of the top and bottom, which would be bridged to physically connect but visually separate each segment. I then duplicated the blank segment 5 times, before proceeding to hide the segments I wasn't working on yet.
As pictured, the project went unfinished. I began work on two of the five segments, and while I could claim that I finished those segments I wouldn't call them ready for presentation. The first segment is four eye shaped circles surrounding the segment. While the eye motif in the doodle is inconsistent, I liked the general shape on the totem. The second segment is a pointy shape attached to a circular extrusion, as pictured in the mid left of the doodle. I found the detail of this piece of the doodle pleasing and thought the sharp look would fit well on the totem. Both designs were pushed into the totem segments, creating a barrier of negative space between the designs and the blank portions.
The project was never finished for a variety of reasons. The first problem is I was putting in too much time to each tiny detail, over stressing and nitpicking the geometry. Since it was my first Maya project of the year, my work was inefficient due to both time management and lack of experience. The work didn't feel satisfying, and I ended up distracted and ultimately more interested in doing different projects. While I still think I could make something interesting out of the doodle, the totem project doesn't hold my attention anymore.
Personal Totem
Using Maya, I 3D modeled cylindrical segments and detailed them in a totem-pole style. The project is unfinished.
At the start of the year, I started by working on a freehand Maya project, where I was going to create a totem pole with 5 segments. I took inspiration for each segment from a doodle I did because I find many of the shapes I used appealing, and afterward I decided to 3D model it into a totem, which I could potentially carve out on Smoky Hill's CNC Mill.
At the beginning of the school year, I started a doodle to brainstorm. Starting with a blob of a 'bird', I used only pens and continuously added lines around it. As I added those lines, I used image recognition to build off of them into actual drawings. I divided each drawing by a barrier consisting of a concentric bubble, with tiny tangent lines connecting the bubble to the actual image. When viewed as a whole the drawing reveals even more unique shapes that the brain recognizes as familiar objects. Many of these shapes were unintentional, which is what made the doodle into an raw, interesting art piece.
I wanted to do SOMETHING with the doodle but I didn't know what. When I heard about Smoky Hill's new CNC Mill, I thought that a totem using ideas from the doodle would be a good project to test it out. I started in Maya, skipping the design process and opting for the freehand style I used in the doodle I was using for inspiration. I started with the totem segment, where I created a cylinder with 12 subdivisions. I then cut a ring out of the top and bottom, which would be bridged to physically connect but visually separate each segment. I then duplicated the blank segment 5 times, before proceeding to hide the segments I wasn't working on yet.
As pictured, the project went unfinished. I began work on two of the five segments, and while I could claim that I finished those segments I wouldn't call them ready for presentation. The first segment is four eye shaped circles surrounding the segment. While the eye motif in the doodle is inconsistent, I liked the general shape on the totem. The second segment is a pointy shape attached to a circular extrusion, as pictured in the mid left of the doodle. I found the detail of this piece of the doodle pleasing and thought the sharp look would fit well on the totem. Both designs were pushed into the totem segments, creating a barrier of negative space between the designs and the blank portions.
The project was never finished for a variety of reasons. The first problem is I was putting in too much time to each tiny detail, over stressing and nitpicking the geometry. Since it was my first Maya project of the year, my work was inefficient due to both time management and lack of experience. The work didn't feel satisfying, and I ended up distracted and ultimately more interested in doing different projects. While I still think I could make something interesting out of the doodle, the totem project doesn't hold my attention anymore.
Monday, December 18, 2017
IB SCREENS
September Screen 1:

October Screen 1:
November Screen 2: (Artist Comparison)
September Screen 2:
October Screen 1:
October Screen 2:
November Screen 1: (Artist Comparison)November Screen 2: (Artist Comparison)
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