2. Digital bodies¶
Research & Ideation¶
In fashion, the human figure has served as the canvas where designers create their masterpieces. However, with the advancement of technological tools, the way we interact with this canvas has radically changed. Mass customization in the fashion industry has driven the development of new digital tools that allow greater precision in garment scanning and manufacturing. These innovations not only change how garments are designed and produced but also how the human figure is conceived within the creative process. In this assignment, we will be able to recreate our own canvas to new projects.
References & Inspiration¶
The work of artist Antony Gormley inspired me with his way of recreating the human figure, as he is not limited by materials. In my perception, I find his interpretation of the human silhouette fascinating, using the Gestalt law of continuity, which leads us to perceive a human figure formed by elements that also seem to claim their own identity.
Inspiration
Antony Gormley is a British sculptor known for his focus on the human figure, which he uses to explore the relationship between the body and space. He often uses his own body as a mold to create abstract or minimalist figures that represent the universal human experience. His sculptures, found in both public spaces and galleries, invite reflection on presence, absence, and the connection between the individual and their surroundings. Works like Angel of the North and Another Place demonstrate his interest in how the human body interacts with the landscape and architectural space.
Process and workflow¶
My workflow was a bit chaotic at first because, when I started researching the works of various artists, I wanted to do many things and ended up getting sidetracked. However, in the end, I managed to focus on completing two projects: one at scale and the other functional. The workflow I followed for both projects was as follows: 1) Study of the human figure, 2) Recreation, 3) Process and material parametrization, and 4) Assembly of the pieces.
Study of the human figure and recreation¶
This model 1
In class, we were introduced to various tools, one of which was a program called MakeHuman. This software is developed using per-vertex animation technology. The initial model is a standard human figure that can be modified through controls, allowing adjustments in attributes such as gender, age, and even more specific parameters like facial features, Additionally, this program is available for both PC and macOS.
Modeling¶
We can create a human body with many variables, even adding clothing. In the following description, I will show you the parameters that I found interesting:
- In Modeling > Main, the general parameters are presented, such as gender, age, body, proportions, and features.
- Modeling > Body Shapes, the shape of the human body is displayed.
- Modeling > Gender, specific gender parameters can be found.
- Modeling > Face, facial features are configured.
- Modeling > Torso, the proportions of the torso are defined.
- Modeling > Arms and Legs, the dimensions of the arms and legs are adjusted."
Edit with Solid¶
In the SolidWorks program, what I did was export the model previously downloaded from MakeHuman. It exports as a mesh, so I had to convert it into a solid using the SolidWorks. After that, I was able to edit the body to recreate only the parts of the model that interested me. I completed two projects with different cuts and scales.
about your images..delete the tip!!
Insert > Mesh > Convert to Mesh Solid.
Edit with Slicer for fusion 360¶
Slicer for Fusion 360 is an application for PC and macOS that allows us to convert 3D models into 2D pieces for assembly in stereotomies, such as half-lap joints, layer by layer, or by converting the model into flat facets. The method I used was the half-lap joint, which involves assembling two perpendicular pieces where a portion of the material is removed from both parts of the joint.
Process and material parametrization¶
I performed two different processes: one subtractive and the other additive. The first was 3D printing, and the second was laser cutting.
3D Print¶
3D printing is an additive manufacturing process that creates three-dimensional objects from a digital model. It uses various techniques and materials, such as plastics, metals, and resins, to build successive layers that form the final object. This process allows for the production of complex and customized geometries, being widely used in sectors like medicine, engineering, architecture, and prototype manufacturing. 3D printing has revolutionized the way we design and manufacture products, offering flexibility, efficiency, and the ability to create innovative solutions.
Laser cut¶
Laser cutting is a subtractive manufacturing process that uses a laser beam to cut or engrave materials. It cuts the material without physical contact, which reduces deformation and thermal damage. The process uses parameters like power and cutting speed (mm/s), so it's important to note that these vary depending on the material. Additionally, the type of machine and safety measures must also be considered.
CFL-CMA1200¶
Work area: 1.20 x 0.60 meters Work table: Honeycomb Accesory: None Cutting speed: 0–36,000 (min/mm) Engraving speed: 0-64000 (min/mm) Power: 100 Watts Cutting thickness: 0–25 mm Resolution: Up to 4000 DPI (typically between 600 DPI and 2000 DPI) Motion accuracy: 0.01 mm
Safety
Inspect the machine to ensure everything is in place;
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The floor should be free of materials.
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Locate the "emergency stop," which will turn off the machine in case of an accident.
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Ensure that the machine's extraction system is functioning properly.
During the process:
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When placing hands inside the machine, it is important that the knob is set to "0" power and that the laser's power button is turned off, as the laser operates with mirrors located at the ends of the laser head bridge.
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When the machine is operating, do not open the lid to avoid inhaling toxic gases.
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Do not look directly at the laser, as it is similar to looking at the sun."
Laser cut materials¶
The materials I used were grey cardboard and 3 mm MDF. For both, I created a table showing the relationship between speed (from 10 to 100 mm/s) and power (from 10% to 95%), since for safety reasons the machine does not allow us to reach 100% power. In both tests, the best conditions for cutting and engraving were observed, and these were the ones I used for each material. I also performed a Kerf test, which helps determine how much material the laser is removing. In this test, several cuts are made, and the resulting measurement is divided by the gap left after sliding the cut pieces.
Procesing¶
Model 1¶
First, I parametrized the ENDER 3 S1 PRO machine, which has a build volume of 220 x 220 x 270 mm. I will be using a 0.4 mm nozzle, so I used half of the diameter as a design rule for the dimensions of my layers. I also set the temperature to 200 °C, as PLA material falls within the range established by the manufacturer. To create my design in Ultimaker Cura, I removed the walls and used Gyroid infill to recreate an internal structure that simulates the human silhouette.
Model 2¶
For my MDF modeling, I conducted my first test using cardboard, which I had previously used in another project. I applied the speeds and powers that were most effective based on my tests. The assembly was quite straightforward, as the Slicer application provides a visualization of the assembly process.
My first cardboard model didn't turn out as expected because I didn't consider the assembly, and the model couldn't stand on its own.
Galery¶
The digital representations of the human body offer unique possibilities for both artistic and functional projects. The process allows for detailed customization, ranging from anatomical precision to creative modifications. Through additive and subtractive manufacturing, it becomes possible to recreate complex geometries and intricate features layer by layer, using tools like MakeHuman and SolidWorks. These models provide valuable insights into human figure representation, advancing fashion design, prototyping, and art with increased accessibility and precision.