A Primer On 3D Production, Part Three
Another wall of text. This is the third in this series, a basic primer in 3D production.
On we go...
While it's important to have the right
file format (STL works for me), it's probably more important to have the right file
maker, i.e. "Digital Sculptor."
I love the artwork that most CGI
artists create. There are amazing examples out there, covering every
possible genre in existence.
Like I stated before, though, those
pretty pictures, and the meshes they result from, are usually not
oriented for printing or production.
Let's focus on that last word.
Production. As in, mass production.
CGI artists can make beautiful,
hyper-realistic figures as one-shot maquettes, or for portfolio
purposes, but if you want to sell more than one, things have to be
done to facilitate molding.
At some point, you're going to have to say to yourself, "Yeah, that looks great, but how the hell is it going to cast?"
At some point, you're going to have to say to yourself, "Yeah, that looks great, but how the hell is it going to cast?"
There are many methods of molding, but
it usually comes down to the main three: rubber molding for gravity
casting, rubber molding for spin-casting, and injection molding.
3D prints and hand-sculpts, done properly, can be used to form cavities in rubber molding. Injection molding tooling usually requires a cnc machine to cut your cavity out of aluminum or steel.
To make parts for mass production,
you've got to know about parting lines for molding, either hard or
soft molds.
Paint flow on the end product.
Undercuts.
Interior pockets.
Mold rippers.
Open space on a hull for nose art or
unit decals.
Panel line depth.
Generational losses of detail between
remasterings.
Minimum detail sizes.
Prototype materials and temperature ratings.
Prototype materials and temperature ratings.
CNC tooling limitations and draft angles if you're going to have this machined.
The list goes on and on, and if you
want to make more than one figure, you're going to have to take all
of the above into account when you're designing and sculpting.
Now, don't be intimidated or
overwhelmed. It's pretty easy to use techniques that compensate for
the above.
Study epoxy "greens"
hand-sculpted by folks you admire (like Kev White or PF, for example). Look at unassembled model kits to
see how the pros at Bandai or Hasegawa do it. Search out online digital and manual
sculpting tutorials.
Parts breakdowns on resin or garage
kits show how others have done it.
Even some of the smaller injection
molding companies give design guidance, like Protolabs.
There's a lot of information out there
for production design. It's like drinking from a firehose, I know,
but it will help you make a better designer and product producer.
If you're running a company, and want
people to make these things for you, don't just hand your project to
someone you meet via a forum who will work for dirt cheap.
A vetting process is required, whether you're flush with cash from a massively-funded Kickstarter, or a guy working two jobs to pay a sculptor to make your vision come to life.
A vetting process is required, whether you're flush with cash from a massively-funded Kickstarter, or a guy working two jobs to pay a sculptor to make your vision come to life.
Like I've said in the second post of this series, I've been handed garbage files that were done by folks
who did beautiful artwork, but didn't orient things for production.
It's a nightmare.
Your file needs to be oriented, from
the ground up, to be made with production in mind by people who know
what they're doing.
Ask for photos of printouts or examples of mass-production work.
Ask your service bureau who they might recommend.
Making pretty pictures isn't enough. They have to know the fundamentals of design, production, and prototyping, not just arranging ones and zeros.
Ask for photos of printouts or examples of mass-production work.
Ask your service bureau who they might recommend.
Making pretty pictures isn't enough. They have to know the fundamentals of design, production, and prototyping, not just arranging ones and zeros.
To summarize, I'm not disparaging other
artists or their work, but showing that a sculptor needs to not just
have talent, but know how to apply that talent to the production
process.
Also, Mr. Contos, a fellow digital sculptor, has some excellent thoughts on the subject...
Best,
Comments
Best,
JBR
"Setec Astronomy."
;)
Best,
JBR