Adding surface textures to a form

Adding surface textures to a form

sarahlcraddy
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Message 1 of 7

Adding surface textures to a form

sarahlcraddy
Participant
Participant

I am just starting to work with the forms feature of Fusion and my goal is to create a pistol grip for an Oculus Quest controller.

 

I think I am on the right path but I am stumbling over how to replicate the surface tecture / knurling of the actual grip. How would I ideally do that?

 

Here is my current model and also what it should look like as shown in the imported body

https://a360.co/3YHCxoZ

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2,083 Views
6 Replies
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Message 2 of 7

g-andresen
Consultant
Consultant

Hi,

just take a look at this tutorial by @TrippyLighting 

 

 

günther

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Message 3 of 7

sarahlcraddy
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Participant

Thanks for that link, very interesting. However, I dont use Blender and I am trying to make a rather geometric pattern, something I can easily sketch in fusion and then apply to the form, something like a reversed emboss, if that makes sense.

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Message 4 of 7

g-andresen
Consultant
Consultant

Hi,


@sarahlcraddy  schrieb:

However, I dont use Blender and I am trying to make a rather geometric pattern, something I can easily sketch in fusion and then apply to the form, something like a reversed emboss, if that makes sense.


1. needs extension >  Plastic > Geometric Pattern

2. Emboss isn´t available on multicurved faces 

 

günther

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Message 5 of 7

TrippyLighting
Consultant
Consultant

Your current T-Spline (Form) model does not lend itself to modifications or texture additions.

 

I think the detail you want to add can be added to the T-Spline in the T-Spline environment without external tools, however, textures are the very last thing you should add. Before you can do that  you need to get the basic shape correct.


To do so, please follow these guidelines below. I don't have the time right now to create a screencast but that might also not be necessary. 

 

Here is a collection of guidelines and T-Spline resources

 

1. Model 80% in box view mode. The shape should somewhat resemble the desired, smooth end result. Make small adjustments in smooth-view mode. Check back in box view mode to make sure the model still has integrity. Faces should not intersect in box view mode!

 

2. Do not add detail until you are 100% satisfied with the overall shape and proportions of the shape. The more detail you add the more geometry you have to manipulate, usually resulting in a lot more work than necessary.

 

3. Avoid tringles at all cost until you are at least at an intermediate level with T-Spline modeling. Triangles are best avoided altogether.

 

4. Limit the use of N-gons (polygons with more than 4 edges/vertices) to the bare minimum. No N-gons with more than 5 edges or vertices. 

 

5. Start with as little geometry as you can get away with. Add more as needed. If you find that you need to stretch polygons too much to get a desired smooth shape, then you need more edge loops/polygons.

 

Arrius 3D https://www.youtube.com/c/arrimus3d

Gichi Endo https://www.youtube.com/@GIICHIENDO

namenotimportant https://www.youtube.com/@unimportantprojects

 


EESignature

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Message 6 of 7

sarahlcraddy
Participant
Participant

Thanks again for the help and tips. I will remodel this avoiding the Ngons. Still, I am not sure how to then make such a pattern. Please note, I said texture but I dont mean 2D, I mean the grips texture in 3D. I can make this as a regular seperate body and then use boolean to join it to the form but I was hopeing I can do this in the form itself, as you said this could be done there.

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Message 7 of 7

TrippyLighting
Consultant
Consultant
Accepted solution

The nobs (green circled)  in the front can be modeled in the form environment, but the pattern on the side with it's sharp borders that are not aligned with the pattern I would not model in the form environment.

 

TrippyLighting_0-1676723911768.png

 


EESignature

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