Used Procedural deformations to get the tire distorted correctly - not something one can do in CADD easily! This is why, though I have Keyshot (and now Blendshot - woo hoo!) chops and experience, I'm not using the CADD>Keyshot pipeline.
Used Procedural deformations to get the tire distorted correctly - not something one can do in CADD easily! This is why, though I have Keyshot (and now Blendshot - woo hoo!) chops and experience, I'm not using the CADD>Keyshot pipeline.
Used Procedural deformations to get the tire distorted correctly - not something one can do in CADD easily! This is why, though I have Keyshot (and now Blendshot - woo hoo!) chops and experience, I'm not using the CADD>Keyshot pipeline.
Here we see a mechanically rigged model (so we can pose it) and procedural chains and cables, which are being swept procedurally along live bezier curves.
Here we see a mechanically rigged model (so we can pose it) and procedural chains and cables, which are being swept procedurally along live bezier curves.
Here we see a mechanically rigged model (so we can pose it) and procedural chains, cables, and the oil-can nozzle, which are being swept procedurally along live bezier curves.
Here we see a mechanically rigged model (so we can pose it) and procedural chains, cables, and electrical flex conduit, which are being swept procedurally along live bezier curves.
Here we see a mechanically rigged model (so we can pose it) and procedural chains and cables, which are being swept procedurally along live bezier curves.
Basic parts exploded view to aid in assembly and installation
I do use a CADD>Composer>Illustrator workflow a fair amount too - this is a nice example.
I do use a CADD>Composer>Illustrator workflow a fair amount too - this is a nice example.
I do use a CADD>Composer>Illustrator workflow a fair amount too - this is a nice example.
Here we see a mechanically rigged model (so we can pose it) and procedural chains and cables, which are being swept procedurally along live bezier curves.
Here we see a mechanically rigged model (so we can pose it) and procedural chains and cables, which are being swept procedurally along live bezier curves.
Here we see a mechanically rigged model (so we can pose it) and procedural chains and cables, which are being swept procedurally along live bezier curves.
In this case - the model is rigged, and I've animated each of these stills as a keyframe so that later, if animations become a needed output, we're already 95% there.
Here you see sheerly procedural geometry being swept along a live bezier. I duplicated and froze one curve, and "groomed" the curve to get our needed outlier wire.
Here all the cables are procedural sweeps on live beziers, which makes for a much easier time than if the cables had been modelled in CADD.
Here we see a sheerly Adobe Illustrator pipeline example - I did (as I so often do) build presets and tools in process so there are now puppetable hand symbols, translation arrows etc for group use.
Here we see a sheerly Adobe Illustrator pipeline example - I did (as I so often do) build presets and tools in process so there are now puppetable hand symbols, translation arrows etc for group use.
Here we see a sheerly Adobe Illustrator pipeline example - I did (as I so often do) build presets and tools in process so there are now puppetable hand symbols, translation arrows etc for group use.
Modelling and some basic rigging - no procedurals in this - amazing!
This shows how rendered technical illustration output is then combined with table content to create a finished specification illustration
Here we see a mechanically rigged model, special highlight shader, and a ghosted geometry shader to try to make the safety system function clear and intuitive.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the ghosted geometry.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the ghosted geometry.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the ghosted geometry.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the highlight geometry.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the highlight geometry.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the highlight geometry.
In this case, this model is extensively rigged, and all the highlights are happening in my purpose-built bespoke Technical Illustration shader / material, as is the highlight geometry.
This is a small selection of recent technical illustration work done for the wonderful folks at BendPak.
The pipeline we're been expanding for technical illustration now includes SolidWorks, SolidWorks Composer, Blender with Blendshot, Modo, CADD Assistant, Plasticity, Adobe Photoshop and Illustrator.