CGI Principles- Coffee Grinder
The second model was a vintage coffee grinder. This one had more three dimensional, curved shapes to it which meant that I would have to learn more tools. Additionally, this task did not have blue prints so I took some artistic liberty on this model, regularly referring to the references provided.
To begin, I set a new project for the files of this task to be saved to before importing the clearest reference image into an image plane. I then altered the opacity of this in the attribute editor so that I could sketch over it and clearly see my lines.
I used the Bezier curve tool, a tool that is also used in graphic design (usually to create vectors) to draw out half of the metal housing.
Using the revolve tool, the software completed the rest of the shape. The direction of the mesh had to be reversed, as using this tool inverts it.
This same method was used for the handle of the coffee grinder.
Using modify > convert, I converted the NURBS to a polygon, which are easier to manipulate as I need them.
I then used mesh > fill hole to complete the areas that were not entirely filled in when using the revolve tool, as my mesh wasn’t originally connected.
I then had to reset the pivot point of the mesh’s, as they had unaligned when converting them to polygons. Afterwards, the detailing was attached to the metal housing.
I couldn’t see the top of the grinder’s handle very clearly in the provided reference images, so I found one similar and clearer to model from.
I returned to the method used in my elephant model, where I took a primitive cube and added edge loops, before modifying the vertices so that they took the shape of the handle.
This new shape was then bevelled and scaled down on it’s Y axis.
I then added primitive cylinders to the ends of the handle to act as connectors to join to the knob and the metal housing.
These were then bevelled, combined, and smoothed using the tools in the modelling toolkit.
All these pieces were connected, taking into consideration the scale of each piece. At this point, I heavily referred to the reference provided to ensure pieces were not over or under sized in anyway.
I then moved onto the wooden base of the grinder. The first element of this was quite simple, as it was just a primitive cube with divisions added to it, which was then bevelled.
I found the drawer of the base to be quite challenging to begin with. I bevelled a primitive cube and wanted to inset the face, so that it had a sort of lip to it as it does in the reference. However I found that selecting the main face and extruding was not working, so instead I selected the faces around it and used the transform tools to move them forward. This method broke part of the mesh, however this is hidden inside of the main block of the base so I feel that on this occasion it doesn’t matter too much. In future, I would like to find a better method to work around this error so that the mesh does not become broken.
I took the handle for the drawer from that which is on top of the metal housing, as this not only saved time, but I believe adds some uniform to the piece. I feel as though it made the model feel like a mass-produced item, should it appear in the real world.
For the lower base of the wooden section, I bevelled a primitive cube before adding a second cube and positioning it so it flattened the bottom. I then went to booleans > difference to remove the mesh that I did not need.
In the same essence of the handle, I copied and resized the base. This method meant that the grinder did not have the spectacular curves that appear in the provided reference as I found it difficult to make the CV curves tool to work, but I believe this method is still effective and is similar to that of other vintage coffee grinders.
I then separated the pieces as I needed them to add the individual textures. I made the metal housing metallic with a subtle sheen to it (to add to the vintage look) and ensured the wooden part was rough and had very little sheen to it.
Here is the final model after adding some lighting and shadows.
Overall, I feel as though I managed to achieve the main points of modelling this coffee grinder. I found the revolve and curve tools useful for creating symmetrical shapes and would like to experiment with these tools in the future. I would also like to practice more with shading and lighting, as I feel as though the wooden texture could be more believable.