Bringing your models to life... literally


#81

Cool stuff. Pixar has been doing this since Toy Story. Only, they do get displaced textures and subd’s in the output, because their STL’s come out of the rendering engine. Check out www.gentlegiantdigital.com


#82

This looks almost exactly like something I saw running at siggraph-- but somebody said something about it melting nylon powder, whereas what I saw was printing on the power with ink that was basically glue. Cool thing about that was that it could be in color.

The surface of the objects were quite rough, but they could still hold a lot of detail. It was pretty cool.

What a way to decorate your office, eh? Bring in a client and tell them all the sculptures on your desk are things you actually made, that could be spiffy. :slight_smile:


#83

Originally posted by Gnarly Cranium
This looks almost exactly like something I saw running at siggraph-- but somebody said something about it melting nylon powder, whereas what I saw was printing on the power with ink that was basically glue.

(Hi Gnarly) I saw it too. And they could scan you body with the textures and then print them.

Rapid protoyping is not new, I used it myself when at school in 1997 (I was studying Industrial Design) But the price has dropped considerably!!! It cost me 500$CDN for this little model (it was a bicycle multi-tool):

Now it would have cost me around 40$…


#84

Originally posted by 3dArtToPart
A small game piece would probably lack detail. Small features will be delicate.

On the website there is a picture of a 2 inch tall figurine. Is there a better picture of it? That’s the target size I’m interested in… Also, what would the price range on models that size be?


#85

Originally posted by ASCIISkull
On the website there is a picture of a 2 inch tall figurine. Is there a better picture of it? That’s the target size I’m interested in…

That would be so cool. That’s one reason I never got into Warhammer and those other figurine games-- forget painting somebody else’s work, I wanna make my own!! :cool:


#86

JA-forreal - Because the pricing is, in part, dependant on the model volume it’s difficult to price based soley on model height since a short fat model could have a larger volume than a tall thin model but we are open to suggestions. We require the mesh in order to make the volume calculation.

Rivendale - We’ve successfully shipped all around the world. The main problem is that the shipping costs can exceed the price of the model!

pearson - The complexity will affect the cost but it’s mainly the amount of material that is used. We build all our larger models hollow in order to reduce the cost, we pass the savings directly to our customers, it’s a great way to be able to afford large models. We can also build large models as separate parts that can be assembled. We’ve recently built a three foot long dinosaur this way and it looked fantastic, the modeler did a great job.

Gnarly Cranium - It’s probably the same type of machine that you saw. The color versions that we’ve seen produced models that lack intensity but the equipment is always improving. The surface roughness is a issue will all rapid prototyping equipment some are much better than others but it’s a cost issue. We’ve chosen to use equipment that would allow us to make affordable models.

ASCIISkull - send us a file and we can let you know if the size will be an issue, this particular equipment does better on larger models. We do have a $30 minimum but this can cover the cost of more than one small model, depending on the model.

We have just finished our first monthly contest, and will be starting the next one soon. It’s a chance to win a free model and all you will need is a picture of your model in order to enter. Winners would need to supply the mesh in order for us to build their model. We will be posting details for the new contest on our site soon and you can also view the entries for the previous contest.

Rod Contreras
www.3dArtToPart.com
sales@3dArtToPart.com


#87

Bummer, no Maya support. I could export a .dxf, which can be imported by 3D Studio, is that good enough?

On the turtle model you did for Icepond it appears the turtle’s eyelids didn’t come through. Is 0.07" about the maximum detail we can expect? Is the resolution different in the x/z and the y (assuming a “Y”-up world)?

How do hard edges come through? (ie mechanical parts) Would a perfect 90 degree edge be rounded at about 0.07" radius or is it more (or less)?

How durable is this material for drilling? I fear it may be like plaster and chip/crumble.

Thank you.


#88

pearson - We’ve received Maya designs in .obj format and they’ve worked out well, we can also work with .dxf files as well as .3ds, .c4d and .stl.

The mesh we received for the turtle model did not have eyelids, they must have been added to the mesh later. Looking at the picture they would have reproduced just fine.

The .070" thickness is a general rule to ensure a sucessfull build of things like clothing or blades. Much finer detail will appear but you may lose some definition due to surface roughness. Sharp edges have a small radius around .005".

We apply a surface hardener that infuses into the part about .08" deep. This makes the parts suitable for handling but in general I wouldn’t recommend machining the parts other than simple drilling or grinding.

Rod Contreras
www.3dArtToPart.com
sales@3dArtToPart.com


#89

Thank you for the info!

On an unrelated note, this topic makes me wish I had a model of this sitting on my desk! I couldn’t seem to find the 3D version that Fellah did… :frowning:


#90

I’m not sure how pricing compares, but there is another service that’s been around for a while at www.toybuilders.com.

they are way to expensive and I think out of business now.

Gotta go.


#91

Originally posted by pearson

On the turtle model you did for Icepond it appears the turtle’s eyelids didn’t come through.

I just checked it out, and you’re right, they didn’t get through. The mesh had them as only a flat plane with no thickness… that’s why they probably didn’t make it.

The Turtle was exported from Maya as an “.OBJ” file, so it is possible to get your Maya files reproduced.


#92

Great article and thread! - I saw the website and services of Art to Part some months ago, and I for one will definitely be having some of the ships I designed and made for a Star Wars fan film ‘printed’ into little desktop trophies!! :slight_smile:

As for the shipping to the UK, do you have any approximate costs for that? - assuming models made out to the maximum 8" dimensions!?

If it doesn’t survve the journey - do you send another?


#93

I’m assuming this is a z-corp machine. we had them come in and do a demo for us a coulpe of years back, some very cool stuff. I particularly liked the fact it can do stuff like fully linked chains, objects within objects (as long as you leave room for the powder to get out) and even rubber like components (they had a stress ball thing they’d made by using a rubber layer instead of the hardener.) like i said, very cool (i still have several demo bits they printed off for me)

if your in the UK have ties to a company that might at least appear interested in this tech try taking these guys up on their offer:
http://www.printin3d.co.uk/online/free/index.php


#94

Hello everyone,

 I just wanted to let everyone know that I'll be the guest speaker at the September "Club Maya" event in Rocky Hill, Connecticut. The topic will be the 3d Fabrication process. While it will be geared toward Maya, the process and techniques will be the same for any software package. You'll also be able to see the sculptures from the CGNetworks article.

Go here to register:
http://www.get.com/registration.html

It’s free, and the registration is so that they know how much pizza and soda to have.

Club Maya CT

Wednesday, September 24
XVIVO - Rocky Hill CT

6pm-7pm | Networking Hour
7pm-9pm | Presentation

I hope to see a lot of CGTalkers there!!


#95

Thanks a lot Floyd and Rod for this great article. I’ve talked about this with co-workers before. We were all thinking of doing it… Floyd demystified the process!


#96

Thats really amazing …
How did they do that? Do u mind if Im going to ask?

:buttrock:


#97

oops! sorry! I think I know where to find out
the answer to my question…

:rolleyes:


#98

Originally posted by butchoi
[B]Thats really amazing …
How did they do that? Do u mind if Im going to ask?

:buttrock: [/B]

Follow this link:

http://www.cgnetworks.com/story_custom.php?story_id=1549&page=

:rolleyes: :smiley:


#99

Hey everyone,

 Rod at 3D Art to Part and Icepond Studio will be giving away a Catfish model at the Club Maya meeting on Wednesday, September 24th. But this is no ordinary Catfish model! It will be a special edition model with a fake bronze finish. Come on out, throw your name in the hat, and you may come home with a Catfish!

Originally posted by Floyd Bishop
[B]Hello everyone,

 I just wanted to let everyone know that I'll be the guest speaker at the September "Club Maya" event in Rocky Hill, Connecticut. The topic will be the 3d Fabrication process. While it will be geared toward Maya, the process and techniques will be the same for any software package. You'll also be able to see the sculptures from the CGNetworks article.

Go here to register:
http://www.get.com/registration.html

It’s free, and the registration is so that they know how much pizza and soda to have.

Club Maya CT

Wednesday, September 24
XVIVO - Rocky Hill CT

6pm-7pm | Networking Hour
7pm-9pm | Presentation

I hope to see a lot of CGTalkers there!! [/B]


#100

Originally posted by Floyd Bishop
But this is no ordinary Catfish model! It will be a special edition model with a fake bronze finish. Come on out, throw your name in the hat, and you may come home with a Catfish!

Can you post a photo of it ?