In Three Dimensions
Having completed a master's elective called Computer Visualization for Designers, assistant professor Daniel Saakes asked me to become his teaching assistant, which I was for two and a half years. During that time, I instructed students, wrote course materials and of course tinkered Maya, our application of choice.
I had tinkered a tiny bit with 3D modelling in Cinema 4D, but my first true experience was with Maya in this class. Together with a partner, we modelled and visualized my Ibanez RG, which turned out to be a bit difficult for a first experience, but rewarding nonetheless. The first image is the guitar in its orignal colors, whereas the second shows the guitar in raw heavy metal. The panorama of the faculty of Industrial Design Engineering was shot and stitched by Aldo Hoeben, who was nice enough to donate this picture. Using six camera views with 90º angles, I was able to render a study of materials inside the hall and combine those into a vertical cross, which was transformed into a regular panorama afterwards. An interactive version is available here.
The black eggs are more of an experiment, based on a design I once did on a chess game. It's supposed to show the evolution from an egg, through a zygote, to a foetus with a clear eye. The famous Bic M10 Clic was modelled in SolidWorks for a CAD elective, which I imported into Maya for rendering. In this class, students not only had to model a product and present it, but also had to use finite element method to see if the product had room for redesign. In this case, I changed the attachment of the clip.
The puzzle pieces I did as a logo for Knollenstein, which are used both for the website as well as for business cards and company paper. Lastly, a visualization for the infamous Sega 6-button Joypad, this image shows an impression of three different CNC methods for machining a piece of foam. The visualization to the left machine perpendicular to the shape's main direction, whereas the second one is parallel, showing more aliasing. Lastly, I tried a so-called waterline method, which is mainly useful for vertical edges and not for models like this one.