I designed a unique cooling system for eSpark featuring a heat exchanger that is built into the housing of the motor’s core. This reduces the need for external oil lines, greatly simplifying the assembly and maintenance of the drivetrain.
I create wireframes using 3D sketches and control-point curves to manually build G2 continuity into my surfaces.
Next, I create the surface. Since the wireframe has G2 continuity, the surfaces are easy to construct with G2 continuity.
Check G2 Continuity
I use zebra stripes throughout the process to check for curvature continuity. I also regularly bring the part into Keyshot to see how it looks with photorealistic materials.
Lastly, I am able to thicken the surface and add details like fillets, technical parts, and logos.
I use Solidworks Assemblies on a daily basis to create exciting products that are manufacturable. I like modeling parts in an assembly context so that I can make sure parts will fit their components well. I have experience creating assemblies that are comprised of hundreds of components.
Although I usually use Rhino for G2 Surfacing, I challenged myself with the project to create the G2+ surfaces within Solidworks. I found that I was able to create high quality surfaces with parametric functionality, meaning that I can edit the wireframes and the G2 surfaces update precisely.
I have created a wide variety of parts in Solidworks that are manufactured in high volumes. I use tools like draft analysis and thickness analysis to make sure that parts are manufacturable. I also create assemblies of each product to check fit and interferences on features like snap-fit connections.
Camera Space Normal Textures
Using node-based material creation, I put gradient textures on the camera space normal for the clear coat in the metallic paint material. This increased dynamic range across material surfaces to make the rendering more exciting.
Custom Material Design
Every material I use is highly modified to create compelling renderings with exciting detail and texture. Over time, I’ve built myself a custom library of materials that I consistently use to quickly create high-quality renderings.
Custom HDRI Environments
I use a wide range of custom HDRI environments and physical lights to create compelling lighting situations. In this case, a highly blurred, desaturated, photographic HDRI helped add some warmth and realism to the lighting studio.
When I need to composite renderings together, I use the utility render passes created by Keyshot to precisely stitch renderings together and edit specific details.
I composite renderings in Photoshop when I need to create really dramatic shots, or when I want to draw the viewer’s eye to a specific area in the rendering.
Adjusting levels in Photoshop helps me take advantage of the full dynamic range in the image to generate the most exciting shots possible.
I used Adobe Illustrator to create graphics for the large touch screen on the eSpark. I wanted to represent navigation, speed, and music control on one simple screen.
UI / UX Theme
The screen graphics are inspired by themes of adventure, sport, and minimalism. The screen is highly inspired by Apple CarPlay since I'm excited for CarPlay to be integrated in the powersports industry.
Adding screen graphics to the renderings helps draw the viewer into the image, making it feel much more realistic.
I used Keyshot to create the frames for the animation. For simple transformations and rotations, I am able to quickly create high quality animations using Keyshot.
Cinema 4D Animation
I use Cinema 4D when I need to create physics-based animations like bends, deformations, or wave patterns. In some cases, I export the C4D animations to Keyshot for rendering to keep material consistency.
After Effects Compositing
I import the frames into After Effects and do any compositing, level adjustment, or additional graphics work needed. Then I can export it to a Lottie style JSON file for use in scroll-based animations.
Jack Koby | Copyright 2022