https://video.tv.adobe.com/v/3418164

Hello, we are Cheolhee Lee and Junsik Oh and we worked on the “Moushi” project. Since 2021, we have been working together with the same dream and working on various projects, and Moushi is one of them. Our team aims to provide convenience to users by predicting future social trends or creating designs that can interest users in a way that can make them smile outside of the standardized way.
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Studying product design

We think that the most attractive side of product design is that it provides an experience to users through physical interaction.

Junsik Oh cares most about the usability aspects where users can precisely meet their needs by using the product. That is why, when conducting a project, it is important to configure a use scenario of the product and to reflect the information that can be obtained by directly using it in the design.
We never learned 3D tools in university classes. In order to fulfill the assignments given at university, we studied on our own with my friends who were running for the same goals. After that, we were able to develop my 3D skills by preparing for numerous domestic and international competitions, and furthermore, by studying various tools together, we had the ability to carry out the project by ourselves from start to finish.
Currently, Cheolhee Lee is in military status and Junsik Oh is on a leave of absence, so we are continuing our design studies through a national project called KDM+.
At KDM+, we are growing into designers who can be put into practice right away by conducting industry-university collaboration projects with LG Electronics, LG Healthy & Beautiful, Nexen Tire, and JVC Kenwood.

Substance 3D Painter

Our team is very interested in Behance. I log in every day to see the work of other designers and featured works selected by curators, and before the rendering process of the Moushi project, I saw the curator field called Substance 3D Painter for the first time. As I said previously, we are very interested in various methods of visualization. So, while I was learning information about the program through YouTube videos, I decided to use Painter for the Moushi project.

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Project Moushi

This design is an idea inspired by the similarity between the assembly method of the mouse and the composition method of sushi, and allows the user to customize the design of the mouse to the desired configuration. Furthermore, we want to provide a new experience by penetrating the user’s work environment needs by making their work environment more delicious and enjoyable.

Hand-drawn sketch with touch-ups in Photoshop

In the process of visualizing the product design, modeling was performed using Rhino, and initial rendering was performed through Keyshot. After that, we introduced Painter and succeeded in reaching an image that was as close as possible to what we had expressed in KeyShot. In particular, various texturing tasks were made easier in Painter.

In addition, the overall development of the project and post-editing was done through Illustrator, Photoshop, and Stock.

The concept of the proposed item contains the process from sushi to product design. We tried to make the original surface pattern and color of the sushi fish the same as the real food. However, if the product looked too much like food, it seemed to give users a sense of separation or overexpression. Conversely, there was also the possibility that it would not look like sushi if it was oversimplified. So, it was the most difficult to balance these two things and show the characteristics of sushi while being an attractive product.
With these concerns, we decided to use Painter. It was the most effective way to solve the problems we were facing. We were able to see a decent amount of UV mapping by adjusting the texturing in real time, which served as good coordination between the product and the sushi.
We think that the biggest advantage of Substance is excellent texturing with the UV method and freedom of expression. When working on project Moushi, we had a lot of trouble with fish patterns, atypical patterns, and texturing. After going through those things, we discovered Substance, which allowed us to freely express our thoughts when texturing fish patterns. In particular, we remember being very surprised by the excellent expression in the process of texturing on transparent objects. In addition, it was possible to quickly change or modify the degree of texturing, and even when compared to the process of making a real product, the process of painting and usability were very similar, which had a positive effect on future commercialization plans.

3D printing

For the first time, modeling became a reality using a 3D printer. Since then, we have been able to check whether the print is convenient for users to use, looking at things such as size and thickness. After that, we found a convenient form by checking the identified problems, re-modeling, and repeating the process of outputting to the 3D printer. After that, the modeling was modified by checking the part to be combined with the bottom module of the mouse. Finally, we were able to find the perfect form of Moushi.

As we said earlier, mass-producing products as a student is not an easy task. However, additional support will be available from KDM+ from 2022. Until then, we are currently in the process of intellectual property registration and business registration. After that, we will mass-produce the product through PCB design and internal module design process. We are also willing to sell Moushi once it comes out as a real product.

As a team, we are working on a new project for two months this November-December. This project will use Substance Stager to propose various renderings and environment scenes. It will be published on the web through our Behance accounts (Cheolhee Lee, Junsik Oh). If you’re interested, don’t hesitate to check it out. Thank you!