Camel_STL_DEAR_ZOO_TACTILEPICTUREBOOKSPROJECT_CU_BOULDER

Camel_STL_DEAR_ZOO_TACTILEPICTUREBOOKSPROJECT_CU_BOULDER

thingiverse

CAMEL: I’ve learnt my lessons from the giraffe model, and decided to change my strategy a bit for the body modelling. Extruding all the way through the body would create weird volumes and sometimes triangles that are too small or too large. So I decided that I need a guide for modelling the camel. Artists use circles and other shapes to decide proportions and volumes for what they are going to draw. So I did the same thing for the camel: I placed guides at key locations, such as: a sphere at the hump and a sphere at each hip. Also, whereas before, I used the contour to guide my modelling, now, I was using the contour as part of the final product: so I would extrude the outline as it felt needed. I would extrude the outline according to the guide-shapes and then connect these shapes by extruding vertices in between them. The legs were still created using a semi circle and extrusion, ending in a boolean addition where they were connected to the body (that again created problems in debugging the mesh). I think extruding along some guide-shapes is a great idea, but it turns out that it has its pros and cons as well: PROS: speeds up modelling by having the volumes and shapes already decided beforehand CONS: fills the screen with lines and dots, making it hard to understand what’s going on: which line is part of the guide-shape and which one is of my final model (since all lines are black when not selected)? It is possible to somewhat solve this problem by turning the viewport to wireframe-solid mode and then changing the transparency of the final model to 50% (so that you can easily see which mesh is which), but I tend to work a lot with pure wireframes, and that’s where transparency won’t help.

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