What you'll learn
Get step-by-step instructions on creating this organically sculpted soap bottle body, adding threading, and prototyping a mechanical cap. You’ll focus on key modeling tools including Revolve and Splines along with using design history to find the right shape and prototype various stages of elements. Finally, add a product presentation for material studies, leveraging real-time editing capabilities to quickly finalize your model’s look.
Transcript
Hello everybody and welcome to this tutorial in which I'm going to show you how easy it is to sculpt such a nice looking organic soap bottle in Shapr3D. Topics we will take a look
00:13
at is all the necessary sketches we have to only create. And then how by using the history
00:21
line, step-by-step, we are going to create the building blocks of our design. And then...
00:30
Use these very basic building blocks and start adding all the details, for example, edge roundings,
00:37
inside shelling and fillets. Build the piece outside, create then a functional cap. And
00:45
even, for example, use the ability to resume and suppress features to prototype various
00:55
stages of how elements could be rotated and manipulated. And then we will finish with a
01:03
really nice looking product presentation, adding some colors to the background and materials
01:10
for an adequate color material studies. And with all that said, let's do it. So here we
01:18
are inside a new and empty design. The first thing we want to do is make sure all our snap
01:25
options are turned on. and also our unit system is set to millimeter. A bottle is a revolve
01:33
body. So the easiest way to start is by going to the front and creating the front profile
01:40
to revolve. I moved the screen down a little bit. Go to Sketch and we will start with the
01:47
Line tool. At the center of the sketch where Z and X meet, and draw a line to the left side.
01:54
Select the first point that is the center of my bottle and hit the lock icon. Because this
02:02
point, I never want to move. This line, I will dimension to 30 millimeters, select the line
02:10
and also constrain it to be horizontally aligned. I can zoom out a little bit. Then I draw a
02:17
line straight up. This line will be 100. 50 millimeters and vertically constrained, zoom
02:24
out a little bit more. And then on top, I can draw a line to the left side. Make sure this
02:32
is horizontally constrained. And this is 15 millimeters. This is, for example, the top
02:42
diameter and 30 is the bottom diameter. And the 150 is the height of the body. Since we
02:49
have the line tool active, we can zoom in to the top and put in the preliminary geometry
02:56
for the cap. This will be 40 millimeters up, horizontally constraint. Then I can go to the
03:06
right side and go down and make sure that these two lines are horizontally, vertically constraint.
03:14
So now as you can see, I have 150. and I have 40 millimeters. To show the dimensions all
03:23
the time, we can turn on, always show the dimension,
03:29
also always show the constraints, or leave this off. And then when we select a line, we see everything that is important. We can now
03:41
go ahead and create the spline to sculpt the shape of our bottle. Go to the spline icon,
03:50
double tap it, and then you have the option between the control and the fit point. We're
03:55
going to use the control one. So what I will do is from the top, I start drawing and then
04:02
press, go down, press, go to the center and inwards, press, go down, outwards, press, go
04:09
down, press, go to the end and release. And you see this creates a really beautiful shape.
04:19
What I can do now is play with the distance of how far these points are apart from each
04:25
other. So here I will make this a little bit smoother by bringing these points down. So
04:34
they all have exactly a similar distance to each other. On top, I would like to have a
04:40
sharper corner. and also a nice and long part on the curve. So there you see the distance
04:48
is actually much longer between these two points, then these two points.
04:56
And then with this one here in the center, I can play with how much this belly's in. And
05:05
that, for example, is in the space where the fingers kind of like go around the bottle.
05:11
At this point, we kind of like have everything to make a quick prototype. So we'll select
05:18
in the sketch profile of the bottle, then select a vertical line or the Z axis and click Revolve.
05:29
This hides the sketch. So we can show the sketch one more time. And then select the sketch profile
05:38
again. Select an axis and revolve. What is really nice is we can then go ahead and select the
05:55
sketch. Go into Sketch Edit mode, select nothing. And then when we select individual points,
06:02
we can move them around and see how this does update. the shape of our bottle on the fly.
06:11
That's actually really beautiful. Even while history-wise, the sketch is created in front,
06:22
so before the revolve bodies, we can edit steps at the beginning and see how this influences
06:30
the rest of the construction in real time. This is super amazing.
06:39
This bottle is very round and all I want is from the front to see this nice curvature look,
06:45
but actually from the side should be more flat. So I need another sketch. We'll go to the bottom.
06:55
Then I will go to Sketch. And you see, actually,
07:00
when I do this, I have all these sketch intersections to prevent, for example, any... Accidental snapping,
07:08
I can turn everything off and then actually create the circle. So I don't snap to a piece of a sketch or geometry where they intersect.
07:22
Change my view, rotate, exit the sketch. Then I can show everything. And you see that the
07:28
sketch also sits actually directly at the bottom of the bottle. So... and just select the sketch
07:36
and you see where it intersects with the bottle. This is a new profile to select. And that's
07:46
not really what I want. So what I will do is I will select the sketch, exit it, and then
07:52
simply move this down a little bit. How much is up to you. Beautiful. You see now I have
07:59
just one sketch profile. So. Let's select a sketch. Going back to the bottom view. And
08:10
with the spline command, I can now go ahead and draw myself a nice curve.
08:23
And there, beautiful.
08:28
When these two splines are not... connected via a symmetry constraint. I can model every
08:37
spline basically independently. And if I would like the front and the back spline, kind of
08:47
like function, like a mirror, then I have to create a Y and an X symmetry. So let me show
08:54
you how we can do this. This is very easy. So I will select the Line tool along the Y axis,
09:00
I make a line, and along the X axis, I make a line. I select both lines and lock them so
09:06
they don't move. Now select nothing. Then I select two pairs of points, symmetry and the
09:15
X axis, the opposite symmetry axis and the center points and this axis line. When I now select
09:27
one point, you see the opposite moves. But you see here, when I go left and right, the right
09:37
point doesn't move. So this is actually now where we will select the left and right points,
09:45
symmetry, and then we log this to the other line. And then when we go ahead and move these
09:52
corner points, There we are. Now I can go ahead and for example, move this one up, move this one down or stretch this
10:04
out. And by this, essentially with this line can project how I'm going to slice the bottle.
10:14
So let's do this. We will exit the sketch, select nothing, select the sketch profile. And then
10:22
hit the up arrow, Extrude, and then we cut through the bottle. Obviously, I don't want to remove
10:30
the bottle. I want to remove the outside. So by clicking on this tiny icon with the white
10:39
sphere and the blue cube, I can then get into the... Boolean command and decide to add a
10:47
union, new body, subtract. And actually I would like to use the intersect command. And that
10:54
basically gives me the volume of how these three objects, so the cap, the bottle and the thing
11:01
I extruded intersect. Beautiful. Again, one little tiny demo. When I go back to... editing
11:13
my sketches, I see everything in real time. It's actually really nice how this works. And
11:23
the same is also true for this one here. I don't have to go even into a 2D view. I can prototype
11:33
this by selecting the sketch, going to Sketch Edit, and then I use the grid for the movement.
11:43
Perfect. So this looks pretty good. So we have the main bottle and the cap, but we don't really
11:55
have the neck that goes onto the bottle. And this is where I will go ahead and then select
12:04
the first sketch we created and edit it and create two more lines that go inside. One line.
12:13
to here, this should be 11 millimeters and horizontally
12:19
constrained. And then one line straight down, vertically constrained. And this line should be 30 millimeters.
12:34
When I now open the history, you see, I have my first sketch, my two revolutions, my second
12:40
sketch, the extrusion. And when I click on the first revolution, there I see that this is
12:47
actually the feature that created the main bottle. I click on the arrow on the right side to expand
12:56
it. Here I have Profile and Axis. Click on Edit for Profile, and then I will add this sketch
13:05
profile I just created to it. Click Done. And I have updated my design. That's how easy you
13:13
can create different iterations. And you start with very basic models. And then step by step,
13:21
we create more refined complex models. So let's actually refine this bottle. I will turn all
13:33
the sketches off. So I only see this bottle and I can pay attention to how... these edges
13:42
all meet. There are various different ways how we can fillet them and round them. We want
13:49
also later to shell the inside. So before we do our shelling, we want to round all the sharp
13:56
edges on the outside, because then the shelling command does the work of the inside, because
14:03
the rounded edges will shrink down to the inside. And we'll see this in a moment.
14:12
When I select this edge, just as a demo, just don't follow it, just take a look. You see
14:18
how I can round this vertical edge. Then I get these nice rounded corners, edges, and then
14:28
I can round this a second time. And then what you see is we get this connection where we
14:36
have kind of like... two profiles which are rounded, and then this centerpiece. We have
14:44
here very sharp corners. That's not really very nicely looking. So I undo everything. We can
14:52
actually select all edges at the same time. There we are. And then we drag the arrow to
15:04
round this. and pay attention to how this looks. This is nice. And then we click the clock icon
15:13
and switch the corners from Rolling Ball to Setback. Takes a moment to calculate and take
15:22
a look at these beautiful corners. They look actually really great.
15:33
We want to adjust... the radius of the fillet, we can go to History, look where the fillet
15:38
comment is, click on the arrow to expand it, and then change the radius. There we are. It's
15:48
very easy.
15:55
We could also select a face of that fillet. And there you see it says, Edit Fillet. When
16:02
we click on this, Then there we go back to the original command and here we can change that
16:09
value. So same thing. So this is actually done. That's good. This corner we can keep sharp.
16:19
That is fine. This one I would like to round a little bit, one millimeter. This looks sufficient.
16:25
And now actually the bottle is ready to be shelled. So I can select that top face. Go to Shell
16:35
and I will select 2mm, which is a little bit thicker. I do this on purpose because it's
16:42
an easier surface to see. If I go to the front view and then at the bottom left, select Section
16:51
View, we can take a look into that space. There we can see how we have also inside all the
16:59
edges. See, that's the reason why we... fillet the edges first, and then we do the shelling,
17:07
because it does create this for us in the inside with a perfect material thickness. I have here
17:16
a very sharp edge. If I would like to round this, I could also round this fillet, actually,
17:23
sorry, this edge, say by one millimeter. Let me show you something. If I go to the history
17:30
view, Here's my shelling command. Here is that fillet command. And if I press onto it, hold,
17:39
I can drag this in front of the shelling. And there everything is updated. This is a pretty
17:49
big fillet. Change this a little bit. You see everything updates for us automatically.
18:03
We can zoom out a little bit and then go to turning off the section view. And there we
18:12
are. So we have now actually the main bottle and the neck done. We don't have the threading.
18:21
The threading is something we can do actually later. It's a complicated task and this actually
18:26
only makes sense when also the cap is done. So let's go ahead and prototype the cap a little
18:32
bit. I will go to Items. Sketch 1 was the first one we created that has the basic dimension
18:43
for the cap. Currently, the cap is only a cylinder. We would like to change this, obviously, now.
18:50
So then let's go ahead and edit this cap. I
18:57
would like to have a wall thickness of 2 millimeters for this cap. And the cap actually has a lid on top that can swivel. So I need to define
19:07
now a vertical line here. So I draw one line down. I will actually also hide the geometry.
19:16
So this is easier to work. You see, I drag the end points onto the edges. Make sure this is...
19:27
vertically constrained. Then I can select these two lines and make sure this is 2 millimeters.
19:35
That's good. We have a swivel. So here's the horizontal line, and this should be around
19:49
4 millimeters. Now, when this cap rotates, onto the neck. It should kind of like seal it a
20:01
little bit. So I would like to have here a very thin horizontal kind of like cab or lid that
20:11
goes over it. And then we cut a hole into it for the fluid to come out. And I need one additional
20:19
horizontal line. And one millimeter. So if I... Zoom out a little bit and only select the elements
20:29
for the cap, main body. That's this. This is actually the space where the threading goes
20:38
in. This is a cavity. And then this is actually the part of the swivel, kind of like the button
20:46
that can rotate to open and close. And as before, We can go to the history. In this case, it is Revolution 2. There we are.
21:01
Open this, go to Edit Profiles. And now I deselect everything and then just select only what I
21:12
want. That is it. Click OK. There we are. Look, we have actually updated that geometry. So
21:22
you see, we don't really create... basic geometry and then make new ones. We actually build basic
21:29
geometry and then we can start adding more elements to it. We can close this a little bit. There
21:38
we are. We can then select this upper sketch profile and select this line and do a revolve.
21:50
That for example, is actually the part that can rotate. Just with a finger press, we move
22:00
one side down, and then the other side goes up. So the interesting element now will be
22:12
to prototype the mechanics. So this is a cylinder that sits inside an open cylinder. To rotate,
22:23
This is not necessarily going to work this well. We might maybe need to change the thickness
22:31
a little bit, or we can also round this a little bit.
22:41
This is actually going to be the rotation axis. So that dictates that from the front, when
22:50
we go back to the sketch, turn off the section cut,
22:58
right here between these two points, this straight line needs to be changed a little bit. Kind
23:04
of like it needs to be a little bit round. So we can do this very easy by turning everything
23:11
off, so it's easier to see. Then I will go to the Line Arc command and create here an arc.
23:23
And then this point, I simply drag over to this axis because that is the revolve axis. And
23:36
this tiny extra profile I created. This one, I need to add to the rotatable part for the
23:49
revolve and also remove from the housing. So you can go ahead. Here we have two movement
24:01
commands. I can press and hold and say, delete. I don't need those. And there is this Revolve
24:12
command. I can go to Profile and then I will add this one simply to it. And then from here,
24:26
I would like this tiny element to be removed. Go Edit. And... There, click on it, it will deselect everything
24:40
there. Just select this one then, and there we are.
24:50
And there you can see, we have kind of like that space for it. Really good. Beautiful.
25:03
Now there will be actually in the front an opening and also in the inside, we will shell out and
25:10
for the rotation left and right, we do need some sort of kind of like a sphere or something,
25:17
kind of like a joint. We use a sphere that's very easy to do because we added to it. And
25:25
then we can press this cap into the housing. So we can go back to our first sketch. There
25:37
we are. And I can see where this one is. And I will add this on the other side. Now you
25:49
have to be careful how much material I have, so like 2 millimeters. And I will draw a circle
25:58
roughly here. This might be height wise. Select the center point, and then I can move this out a little
26:09
bit. There we are. And then here I draw a line straight up and straight down. Make sure these
26:17
lines are horizontally, vertically constrained, 3 millimeters. That is good. And I will now
26:26
hide this body and select the sketch profile. Select the axis and hit Revolve. Now I have
26:36
actually one, kind of like one joint. This element,
26:42
I would like to mirror over to the other side. So I select the three dots, expand the menu, select Mirror, keep originals on, and select
26:53
this mirror plane. Then,
27:00
I can now show all three bodies, so the two spheres and also the cap and join them together.
27:15
I move the sketches closer to each other, so it's easier to select them all.
27:23
The inside, at this point, now we can shell out. I will do this with a 1.5 millimeter.
27:33
That's a little bit easier also to see. A more realistic value, for example, would be 1 millimeter.
27:42
And then we have these holes here, the leftovers of that shell and command. Not a big deal.
27:48
Simply select them and then we press Delete. And then that clean setup. Now, because we
27:55
added the spheres to the cap, We don't have that yet inside our housing. It's not a big
28:04
deal. We can simply remove it. So from this one, so from the housing, I would like to remove
28:14
the cap. Select Subtract. So you see I double clicked actually both bodies and then the Keep
28:22
Originals, we want to keep the removed body.
28:29
We can actually rename these parts, for example, so it makes more sense and it's easier to find.
28:36
It's a suggestion I can give you. And now there you can see how we have actually these openings.
28:42
Now, because these are spheres, you can all see it. It's going to be very easy to just simply force press that into it. Beautiful.
28:53
So we're making good progress. The next step is we can prototype how we can rotate the part
29:00
and then where the opening is. So let's see how much we even can rotate this one. When
29:07
we double click this, and because this is actually just four millimeters, the center of rotation
29:15
is right at the center there.
29:23
which means I can rotate this. So this is 15 millimeters. That's actually the max 10, 12,
29:31
no, 10 millimeters, 12 millimeters, sorry, degrees of rotation. That will work actually pretty
29:40
well. Go to the side view, select nothing, section cut. Now we can see how nicely this seals.
29:56
So 10 millimeters, sorry, degrees. Go to the History, we have no movement command because
30:04
I hit the handle button. What I will do now is I would like to take this surface and shave
30:13
off the back area at 10 degrees. Section view off. How do we do this? Super easy. Let's just
30:27
create a new add plane. You see, I have the top face selected and I just create this plane.
30:36
Don't move it, select the plane. And then I just rotate this one by 10 degrees. And with
30:43
this plane, I can actually now double select the housing cylinder. Select the plane, select
30:52
Split Body, click OK. And then this piece, which we split, I remove. There we are. This plane,
31:03
I will drag down in height. We don't really need this anymore to see, but we can understand
31:10
now when we rotate this 10 degrees, how this perfectly lines up. And because it's... the
31:17
housing is only cut at 10 degrees, I can't press kind of like the button more in. There goes
31:25
a lot more engineering into such a simple cap. I'm just simplifying the design here a little
31:33
bit. Let's undo the movement command, because I don't want this to be the timeline. So, since
31:44
we're working on
31:51
the housing here. Let's go ahead and detail this a little bit. We can give this a nice
31:59
fillet, 20 millimeters. So it's nice and big. That is good. And also here we can add a hole.
32:10
The opening will be where I'm kind of like pressing my finger. So, When I go to Select Sketch,
32:19
we're creating a sketch right onto that plane. There's a cylinder and somewhere here, I can
32:27
create a 4mm cylinder and cut through. Now this is kind of like the opening through which then
32:37
the soap will flow out. I go to a side view, select nothing, go to Section Cut, show the
32:44
bottle and there I see... Nearly there where it should be. I just need to move this a little
32:50
bit over. Not a big deal. We go to Sketch 3, select it, then we're in Edit mode, select
33:00
nothing, just select the point, and then we can drag this along the grid to the left. And
33:09
we see the update of the parametric model in real time. This is actually really nice.
33:19
This can go down. And besides the missing threading, this model right now is done. So let's take a look at
33:30
the cap. How do we do the opening? We can go to the front view, turn off section cut. Then
33:39
we make a new sketch. Actually turning section cut on now is very helpful because we see where
33:46
the top area is. And go to rectangle, tap twice, select from center. And then from along from
33:56
the Z axis, I make here rectangle 5 millimeters, horizontally, 2 millimeters up, double tap,
34:08
horizontal, vertically constraint. And then I can move this one up. Ideally, right under
34:16
the top surface. There we are. Section cut off, exit sketch, select the sketch profile, and
34:26
then we just extrude and cut through. We have
34:32
very sharp corners that doesn't look very appealing. If we would like to round this, that's very easy to do. And we just select these corners.
34:41
and round them a little bit. 0.5.
34:52
So if we show the other element, so the housing for the cap, and then double tap our element,
35:03
rotate it, and there we can see how this actually can come out. What about 12 millimeters? And
35:16
what about 13 degrees? I mean, not millimeters. Sorry for this. This actually looks pretty
35:25
good. Now this one does not really match. Again,
35:31
easy fix. We go to our history. Here's my construction
35:37
plane. There's my rotation. This was 10 degrees. And we just add three more to it. Need to figure
35:51
out the direction. So I inverted the value from positive to negative, and there now, this is
35:57
perfectly matched.
36:04
And this movement rotation command, And I hold onto it, I can suppress, then basically it's
36:09
turned off and I can unsuppress and then show it. So I don't have to all the time rotate
36:16
the slit element forward and backwards. I can simply turn on off the rotation command. In
36:26
terms of modeling, we're actually now at the stage where we can take a look at the threading.
36:36
I will create a new sketch. What is really nice is because we make a new sketch that cuts right
36:44
through this body, you see all the intersection lines and points. For example, here, there's
36:52
one and there's one. I'm drawing these lines down. And then for the moment, I'm turning
37:02
all the bodies off, so it's easier to see. Zoom in, the distance is 2mm. So I draw a horizontal
37:15
line, horizontally constraint, then a line diagonally down at a height of 2mm.
37:28
And that is the wrong direction. This one I will bring down a little bit. So you see, I'm
37:35
prototyping my threading. So this is the threading that goes onto the bottleneck. And this is
37:44
then the contact surface where it will touch with the threading of the cap. And that is
37:51
going to be there. Also two millimeters. And then I can move this whole thing up and down
38:00
to be nice and clean. We can specify this to be at 2 millimeters. There we are. So let's
38:08
make the threading for the bottleneck. Select the triangular sketch profile, select the axis,
38:16
and then we go Revolve. I'm still in section view, so turn this off. And here comes the
38:22
fun part. I'm just rotating this down. for example,
38:29
by 4. So I have a nice distance, but it's only
38:34
one turn. 360 degrees multiplied by 2 is 720. We get an error because then it would intersect.
38:46
So let's go 8 millimeters down, 720. There we are. That looks actually really nice.
38:59
Turn this sketch on again. Then we select the opposite profile, select the revolve axis,
39:06
revolve, bring this down also here by 8, 720. And there we see how this perfectly lines up.
39:23
So This is actually the threading for the bottle. Here's my bottle. I will select these two sketches
39:32
and bring them down a little bit. I can actually clean this up now and drag everything onto
39:40
one element. So it puts everything into a folder. And the start and end of this threading is
39:48
a little bit brutal. It's an easy way to fix this. Well, we can select one cap face, then
39:59
select a vertical edge, and then we simply rotate that face 50 degrees. We can do the same with
40:10
the other one. There we are. Now that already looks much, much better. Here would actually then be this inside
40:23
edge, and this goes in by 50 degrees. And here, this one to there. Beautiful. And these rotations
40:37
I did are also registered as rotation around axis features and can be adjusted. afterwards
40:45
all the time. So the reason why I actually created this is now I can select these upper edges
40:55
and very nicely round those. So there's a much better looking fillet. And then the threading
41:05
has a really nice start. I might want to do the same also. or the other edges. So I can
41:17
go to History, activate the Fillet, go Edit, and then rotate my view and add the other edges
41:32
of the other threading. Click Done. This makes really a lot of sense to work nice and clean
41:38
and group your command. There we are.
41:46
So that's ready. We will join to the bottle by simply double tapping each body, and then
41:54
select Union. And then we do
42:02
the same with the housing for the cap, Union, and there.
42:15
So there we are now. To bring everything to an end, we can add nice fillets to our specific
42:30
edges we can select. For example, all those and round those a little bit.
42:40
You have to be careful that the value you were selecting is good. There was actually a small
42:49
collide properly up here. This is nice and good. These tiny fillets are actually really nice
42:56
because they make everything look nice and soft. And also when we create visualizations, they
43:09
create very nice separations between the body parts because they create like highlights and
43:14
shadows. And simply you see where pieces are put together or not. Let's unsuppress this
43:22
one. This looks very good. So everything is now ready to go into the visualization mode.
43:28
So I go to Modeling, select Visualization. There we are. And we can now decide what... type
43:36
of material here we would like to use. We have glossy ABS, we have a matte ABS. Can drag the
43:48
matte ABS on the main body, and then the glossy onto the top. Then the glossy, I also put onto
44:00
the rotation element. You see the other material was then removed. That's a red bottle. Let's
44:08
streamline this a little bit. So the matte material, I would like to be instead of red, simply white.
44:14
So tapping onto it gives me then the ability to select a white material. And then the glossy
44:24
one, since this is going to be for a bathroom application, I give this a nice kind of like
44:31
a nice mint color. So, There we are. So we can just pick something here, there. Beautiful.
44:42
This looks good. And the white body does not separate really well from the background. That's
44:51
a very easy fix. We just go to Environment. Here we have various options of... and default
44:58
background, transparent background, a colored background. And because this is a colored background,
45:04
we can click on the cog. And then also here, for example, give this different materials.
45:12
And now you see based on how we work on, do we make actually the cap pop more? Do we make
45:20
the background pop more? We just play with the color contrast. There we are. Then We have
45:27
the ability with the rotation for the light to specify where the shadow is and also where
45:35
the highlight is. If the material for the cap, for example, is way too glossy, it's a very
45:43
easy fix. So we look down, we have, for example, the PVC or melamine. We can simply select the
45:54
glossy material. And at the bottom, we changed the color of the material, but on top you see
46:01
it says to the right of ABS, Change, select it, and then we can swap this out and select
46:10
different types of materials. This actually works really, really well. That's how easy
46:20
you can do very quickly a nice CMF study of your product. and then theme everything based
46:28
on the material, and then also the color. And then to create a nice rendering or photo of
46:34
this, all we have to do is click Capture. And that is everything. In this video, I hope you
46:41
saw how easy it is to create such an organically sculpted body, and then also how easy it is
46:46
to create the threading and prototype a mechanical cap. Have a good day.
Try it yourself
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About the instructor
Claas Kuhnen is a German 3D designer known for his strong interdisciplinary
background in product, space, and animation design. He holds an undergraduate
degree in Color Design for Interior and Product Design from the University
of Applied Science and Art in Hildesheim, Germany. He further pursued
his education and obtained a Masters in Fine Arts in 3D Studio Art
with a focus on Jewelry Design and 3D Animation from Bowling Green
State University.
As a designer, Claas Kuhnen is particularly interested in design-informed
solutions and exploring the relationship between consumerism, products,
and their impact on society. He engages in a wide range of projects,
including furniture design, interior and exhibit design, consumer
product design, and medical product design.
In his research and studio practice, Claas Kuhnen delves into the
application of a modern multi-application and interdisciplinary workflow.
His areas of investigation encompass parametric, generative, and
subdivision surface modeling, as well as AR (Augmented Reality),
VR (Virtual Reality), photogrammetry, and AI-powered tools. He collaborates
with various national and international universities and companies
on research and design projects, contributing his expertise and exploring
innovative approaches.
Claas Kuhnen's design projects span diverse domains. For instance,
he has designed exhibit artifacts for The Henry Ford Museum, developed
medical devices for the Department of Pharmacy Practice, and undertaken
interior design projects that serve the community. His work showcases
a keen understanding of the intersections between design, technology,
and societal impact.
In addition to his design practice, Claas Kuhnen is actively involved
in teaching and sharing his knowledge with students. His classroom
experience is strongly influenced by his diverse research background,
providing students with a modern, interdisciplinary, and competitive
education.
Furthermore, Claas Kuhnen's work and techniques have been featured
in exhibitions such as Autodesk University, SIGGRAPH, SOFA, and SNAG.
He actively engages in educational collaboration efforts with both
national and international universities and serves as a Matter Expert
for leading design software companies, contributing to the advancement
of design tools and methodologies.