Hello everyone welcome back to PJ Chen Design Channel. Today we're gonna talk
about how to build this eyewear, and make it into the prototype, and what you need
to concern. I will show you a couple different ways to make eyewear. Are you
ready? let's get started!
I have this eyewear template ready for you to
download. This is gonna be in Rhino 5 file, so you can sign up the Newsletter,
and download it. There is a link in the description, once you click the link, it
will ask you to sign up a subscription, and then you can download a file. This is
a template that I draw, if you wanted to know more in the detail, you can go to
the website, and type it Eyewear spec drawing, usually they will give you the
parts about the eyewear, and things like that, and then you can trace over those
lines, if you like to, but I have one for you ready. All you need to do is download.
Okay so we are going to create a standard eyewear. I'm going to show you
two wayd to build it. Before we build this, we need to understand there are some
terminology/term for the eyewear. Let's cover with some parts name here, so we
all understand what I'm talking about in the tutorial. Right here at this space.
This is called bridge, and then you have the frames, and also you have the lenses
and you also have the temple. Inside of the temple, you're going to have the
hinge part, and then you're going to have the nose piece, and also at the end, you
have an earpiece, they are a lot more names on the eyewear, but we simply just
gonna use those, and before we build that we also need to know our face is not
flat, so your eyewear can not just using this an extruded, you could, it will look
really stiff. We will have the eyewear follow the curvature of our face. However
they are few different what we call, curved base, depends on how much of a
curvature that is. Those information can also
we found online. You have basic two, six eight, the higher number the more
wraparound that's going to be like Okely Eyewear. Those kind of sporting
eyewear. Most of the optical is small flat in around two, so we are going to have
that in mine. For the design, I'm going to just make an optical eyewear, okay so now
with this template, there are two ways that we can do that. First way to build
if something is really curve like Oakley eyewear, we may want to build a sphere
first, and that would be indicate your head.You can decide what curvature
do you want it, decided what is the head size, and everything and basically
what you can do is you go into the front view you pick up your frame, and then you
want to project it to the sphere. Let's use the project to the sphere, then once
you have it there we're gonna use that to trim off the extra that we need it.
We will have this something really wraparound. To make it into the
thickness. Since we don't need this in the back, and since we
already have the surface, we could basically just offset the surface for
whatever thickness like that's going to be. I'm gonna set it up for 3 and we
can quickly just get something like this. We need a lot more dimension on it.
You gonna go into build the thickness on the certain part. If you like this, and
that will work for you. One way that you can also change the thickness is by
giving the command called CageEdit. you're gonna choose the bounding box, and we
need lot more control point instead of just like that. so I'm going to set it up
for 16 here for the X. For the Y,I'm going to set it up for 6, and Z we are
going to set it up for 6. Okay so now I have all this point right there. For
example, I'm going to make the nose piece more pronounced. I'm gonna come
over here. I'm going to come over here select those points, and I can
pull up and then so I can kind of a changing the thickness that I want if I
need something right here in the middle, I might need more point. So
this is something to quickly to get the idea for the eyewear to get it into the
certain forms. However it may not be the best way to accurately model it, since
whenever you pull this, it might change how the lens is going to fit. Okay so if
you want just getting a concept really quick, that might be something that you
can play with. The way I'm going to build an eyewear is going to be like that. On
the top in your template, you also can have this basic base that you have. We
are going to and make sure it's a closed curve, and we are going to do something
like this, we're gonna pick up our eyewear, and let's go ahead to extrude it
into a solid like this. We also going to extrude at this one into a solid like
this okay. so all we need to do now is to
Boolean Intersect, and we'll pick up those two set, and then we will have eyewear over
here. I'm going to move this eyewear to this point all right, so that will be
fitting to where our tempo is going to be. Now we have this, and I need to have
the bridge coming up right, so I need to have those lines on my eyewear, so I'm gonna
have those two lines and project it to the surface right there.
okay so those lines going to be the line helping me to creating more of the shapes.
Let's explode it, and we just want to keep it those two lined, and let me change
into the green color. Alright, so those are the lines I'm going to play with.
Let's go ahead to creating the arc kind of snapping into the endpoint here, and
another endpoint here. Let's take a look on the top view, and see how pronounced
we want that piece coming out, and it's gonna come out like this, and
also gonna snapping to the bottom. Have it become out similar way like this. Okay so
now we have those here, and we are going to create a surface by going to the
sweep 2, rail 1, rail 2. Going from the line, and this curve here so
that's how we get this piece here. For the next step,
not only I will need to fill up the gap flush it, and also I need to have the
fillet on the edges. If we do not have this piece it could be really easy to
fillet on the edges. But a lot of times, the fillet happen having error is
usually when you have those point right there. so to avoid that, we need to take
few more stepd before we getting in there. A lot of people having issue on the
fillet edges, so I'm going to show you why and how to avoid. I'm going to
make this I eyewear a copy. And let's just put it next to it.
On the first one, we will like to take the outline, and to trim this middle bridge
first. Once we trim it, we're going to have them
all join together. Once we have that, we can go ahead to do fill it let's go
ahead to use the fillet surface we are, gonna do seven which is pretty big,
and so you will have a nice look there. The second one I'm going to do is
I'm gonna do the fillet first.
Once I have everybody I'm going to join it then I'm coming to the front view. I'm
going to pick up my edge and trim the extra okay. Now let's do a comparison.
it appeared to be almost similar and then we can fill at the top in the
bottom. but notice that. I want you to pay attention
right here on the edge. so it's followed a curve nicely. it's because we fillet and
trim later. Now if you look at this one, you might notice that way to fillet
become a straight line there. This is what happened when we try to trim it
first and then fillet later, and what is matter in between those two?
Let's go to the next step, we're going to duplicate it all the edges right here.
and make sure you join together. The same thing is going to happen here. And we're
going to duplicate all the edges and make sure you join together. Let's
creating this surface right here, using a sweep 2
okay so now that's join everybody together. So they all become the
closed solid polysurface as you can see my property. This is a huge
difference. When we try to fillet the edges, we are going to use the same fillet.
I'm going to use the radius for 1, and let's go ahead to fillet all the way to
the end on that part. We're gonna do the same way. We're gonna
fillet this one. We're gonna do all the way the same to the end, then let's take
a look on this one in our property. This one is showing the open poly surface,
where does it break. Let's take a look on this one. If we use the analyze, and then
you have edge tool, and you want to show edge, and you show this one, you have the
break right here. That is exactly where we were doing the fillet edges on the
surface earlier. This one right here. It doesn't have any naked edges, and the
reason is the steps. That's a very tiny difference the modeling process but it
actually make a huge difference. So you don't have to fix all the problem.
Now we have the frame, we want to go ahead to fillet the edges on all of them
always make sure each step they are close solid polysurfaces, and let's
take a look on the render and see if everything looked nice and smooth for
you. This is gonna be the prototype we are going to print out, and we'll put
the lens in there. if you are able to access the laser cut, you can laser cut
the lens but we need to make a groove for the lens to sit in. This is how we
are going to do. We are going to use the commands called Tween Curve, and then we
are going to select this curve here, all the edges right there, and then you want to
set up the number is 1. You just want something right in the middle. We want to
move in this point to the middle, and then that's how we get this curve right
there. This allows us to make a channel so
we're going to have a pipe there, and I'm going to set it up for 0.85
as my radius, then I will have this one. since it is a symmetrical eyewear design
so I'm just simply gonna mirror to the other side, then we can use the
Boolean difference, have that one difference out by those two pipes, so now we have this
channel here. Let's take a look on the render, so we can pop our lens in there.
Again depends on how thick your lens is, and you can make the adjust channel there. Next
video, we are going to work on the nose piece, and also the temple. Thank you for
watching, and I will see you next time!