The goal of this project was to create a 3D model for a rapid prototype. The most challenging aspect was respecting the design intent provided by Hasbro designer's sketches. Technical aspects such as wall thickness and draft angles are not crucial at this phase; nevertheless, as an industrial designer, most of these requirements were respected, and this is reflected in the final product that is almost identical to the 3D model provided.
During one year I’ve been specializing in the Jewelry industry:
- 3D Photography studio set creation for Jewelry.
- 3D modeling of complex rings using both Nurbs and Sub-D.
- Photorealistic rendering with maxwell renderer.
- STL models creation for wax printing
- 360 animation for models visualization
- Photoshop retouching.
The Flyline R/C Flight System development included many different and specific requests, including:
- Extensive war classic's and modern planes research.
- Working with technical department for aerodynamics and materials resistance directions.
- Development, 3D modeling and rendering of diverse packaging's for the graphic design team.
- A-Class 3D modeling of about 30 planes and remote control for production.
- 3D modeling of experimental models for rapid prototype.
- Rendering of all plane models packs and planes for Amazon pictures and advertising.
The goal of this project was to turn 2D hand sketches of some creatures provided by the client, into 3D models and renders. The biggest challenge was finding the correct balance between realistic and cartoon style for renders, and also to preserve the expression suggested for the characters.
I worked together with Envoi Design Studio to fine tune all the small details such us the hair, textures and poses.
The Software I used for these characters was Modo and Photoshop for the textures maps.
I had the pleassure to work in some Hot Wheels projects.
As usual I started with some hand sketches provided by Mattel, and then created a 3D model for production and prototypes.
During the model creation process I always have to take some technical and aesthetics decisions to preserve the design intent and deliver a model suitable for the next step.
The software I used for this kind of project was: Rhinoceros 3D, T-Splines and Shape Modeling plugins. Modo and Solidworks were also used in some special cases.
Puma K1
The University of Architecture Design and Urbanization and The National Institute of Industrial Technology, both Argentinian state institutions summoned me for teaching postgraduate courses on 2D and 3D footwear representation.
This rendered model was specifically chosen, for it exploits both innovative design and material technology. Specializing and focusing, on the goodness of the materials and their complex hi-tech morphology. On the other hand, this model brings all of the typical elements presented in sport's shoes and uses all of the advantages and potential of rhinoceros 4. This image was featured at V-Ray for Rhino site, for the first release of the plugin, and also at T-Splines site.
Video tutorials made for T-Splines on 2007
The original design credit is for Michael Schaeffer, who developed it for Puma in 2005.
This was one of the most complex projects I made.
Working together with Genesis Concept and Design Studio I was in charge of the 3D modeling for production of the organic skull and gear part.
The starting point was the exterior customized housing of the XBox, an artistic 3D model and some illustrations.
The process included retopo of the base mesh provided. Remodeling and adjustments of 80% of the forms. The creation of wall thickness and fine tuning of all the small details to give the final part the expression required and at the same time respect all the technical details.
The model delivered was a solidworks part ready for the assembly with the other components of the product.
The tools used for the projects were: Z-Brush, Solidworks, Rhino with T-Splines and Modo.
The client's goal was to develop a new cleaner for a specific target. The main body should be built in rotational molding process with a new aesthetic and some functional enhancements.
I developed the design from scratch, and worked together with I-Hsiú Chen for the last phase of the project, that included a working prototype, Solidworks models and final documentation for production.
During the process we also created hand sketches, 3D rough models for evaluation. Fast molds and fiberglass prototypes
The project was successful for the company and also won an award at a national industrial contest for innovation. (Innovar 2013)
https://issuu.com/innovar/docs/cat-innovar2013/193
Actual product site:
http://www.limkit.com.ar/limpro-8
This model was featured in a case of study of T-Splines. The concept of the helmet was ideal for this advanced surface modeling approach. Combining Organic forms with the control of Nurbs for future tooling or mechanical details, was great and reduced the exploration phase of the project considerably.
The goal of this project was to create an accurate 3D model of a penguin for an infographic. The final presentation made by the Viva Magazine team, won a bronze medal on Malofiej 2008.
I started with a hand sketch made by Jorge Portaz and received design directions from Hernán Cañellas. Hernan Cordero Funes also helped me with some parts of the 3D model.
I did my own research for the shapes of the bones and other details required to deliver a model that could be approved by scientists.
I found an incredible amount of information at this site http://digimorph.org/
As part of my teaching responsibilities at Universidad de Palermo, I assigned my students the task of developing an E-Kart concept. The design process encompassed various stages, including research for inspiration, defining a unique form language, ideation sketching, creating rapid prototypes, and extensive testing using a combination of digital and analog techniques.
Throughout the project, several students opted for Rhinoceros 3D as their primary modeling software. Fortunately, the high quality of their presentations grabbed the attention of the McNeel team, leading to a collaboration and the creation of an article for Rhino's digital magazine.
3D model made for Proyecto Digital Studio from Spain.
The request was to create a replica of chair to be inserted in an architectural 3D scene.
The information provided were actual pictures and some general dimensions.
The deliverable files were: Nurbs Rhinoceros 3D model, with V-Ray textures applied and also a mesh version ready for 3D Studio Max.
The goal of this project was to convert an original wooden handmade model of a violin, made by an expert luthier John Dailey, and convert it to to a clean Nurbs 3D model, ready for CNC milling.
The challenge was to get the average continuous surfaces using CAD, starting from a dense mesh of the original violin scanned in 3D.
In this case most of the surfaces were created using Rhinoceros 3D and carefully analyzed to guarantee the best possible surface. Most of the surfaces created were single span bezier patches.
I enjoyed the process and learned something new about music instruments.