Posts

Printed Model Completion!

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 This week, I have completed my models and submitted them for marking and I have successfully printing my PS4 Controller. I visited the Makerspace on Wednesday to send thew model to the printer and decided to print both a 140mm one and a much smaller 30% scale one. And here is the final model fully completed and cleaned up to the best of my ability.  The quality is quite good, however there are some imperfections that printing staff failed to notice during print and some created just by the removal of supports. The back of the controller is the only place that had contact with supports. Therefore, it took quite an effort to clean and get to a stage that is acceptable. Unfortunately, the tip of the R2 trigger is the part that was not picked up by the staff in the makerspace so it has come out crooked, I assume it was knocked by the printers nozzle. However, Alex did say it wouldn't be too hard to separate it then glue it back on, I just didn't have the time to attempt it yet....

Abstract Model Completion

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 This week I worked non-stop to complete my second model in time for submission. The result is something I am very proud of, but I am worried about printing the model as it is quite intricate and will require a lot of supports. Unfortunately, due to the fact that i kind of got quite stuck in the grove of modelling, I did not take near as many photos as I did for the PS4 controller.  Firstly, I began with a normal square and began extruding out and following the references I had found. My idea was to make it as low poly as possible so when it came time to import in to meshmixer and create the honeycomb effect, that you could still view the inside. I cleaned up the model and exported as an OBJ and imported it into Meshmixer. I then began modelling the CPU using the live surfaces/quad draw tool. Unfortunately, I did not notice the polygon text tool within Maya before doing this which would've saved alot of time. I then used Nurbs Curves to create a natrual flowing line and copied...

PS4 Controller Cleanup and new Abstract Ideas

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 This week, Leo visited the makerspace and went over the procedures in printing the models. Additionally I did some final touchups to my controller to prepare it for printing. This included using the cleanup tools, checking in mudbox, importing it into Meshmixer to increase the scale and finally into Cura to ckeck the positioning and lengths. In terms of my abstract model, I still hadn't started on it. However, during Leo's visit, I had the idea of a low poly brain then imported into meshmixer and giving it a honeycomb pattern, then reimporting back into Maya and adding a CPU in the center of it with various wires almost acting like nerves. The idea basically comes from the mixture of my art courses with my Information Technology courses.  My intention is to get started ASAP as the scene files are required for marking in two weeks.

PS4 Controller Completion

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This week a completed modelling the controller and was able to send it off to Leo to check it out. Firstly I began modelling the top buttons. This was quite difficult as the buttons followed the curve of the controller and same curve had to come from all angles. It took a while to get it looking natural, but I feel it looks quite good. I began cleaning up and adding more faces to smooth out the handles and underside of the controller to have it much more similar to the ergonomics of the actual controller. I did have a little trouble getting the connection of the handle and underside as natural as possible. The star points here, which I learnt about a couple weeks ago, made it a little easier to get the desired result I then converted the instance into an object and then combine the two parts and deleted the history. I brought the 2 joystick modules back, lined them up and used boolean to add them to the controller body, deleting history afterwards. I then used a cylinder and the boolea...