@mgianzero wrote:
So I can understand why making my first profile with only 3 control points is a much better t-spline.
The curves you are working with are splines, NOT t-splines.
For t-splines you have to start a Form.
Having said that, T-Splines and spline (curve) based surfaces (NURBS) have strong mathematical similarities.
When you click on the "Finish form" button after designing your T-Spline it is converted into a NURBS surface.
@mgianzero wrote:
Regarding the third profile, you again showed me the curvature combs display, which I had read about, but don't really understand very well. What exactly didn't look right at those two control points that you highlighted with arrows? Are they not supposed to cross over the main curve itself? I reworked it slightly which may be a bit better (see attachment), but I still don't understand what my problem or my goal is here regarding looking the combs display. Sorry, but I'm learning here.
You want to use the "simplest" geometry you can to describe the shape of an object, so use the fewest amount of fit points you can get away with. The curvature comb will look less "wobbly" in a good spline curve. It will also create a "lighter" surface. When your loft includes splines as the basis you create a NURBS surface. The shape of a NURBS surface is created by a quadrilateral mesh of CVs (control vertices or control points).
Fewer spline control points will create a surface with fewer CVs and as such uses fewer data and fewer computational resources.
Most importantly, however, a number of tools in FUoisn 360 are very sensitive o curvature problems, namely thickening and shelling. If you keep your curves smooth they these tools will perform much better.
@mgianzero wrote:
Lastly, I noticed you used the stitch commands several times once your completed your loft. I think you combined the two halves in order to patch the center piece. Otherwise F360 won't see that edge as one continuous front edge, right? But then why'd you stitch the 4 bodies together before shelling it out? Does that mean that when you stitch bodies together in the patch or surface workspace that completely encloses an inside space, that the model will convert to a solid body from a shell? In a previous attempt at making this model (all with the surface environment) I made the entire shell and then used the thicken command instead of enclosing and shelling it out. Is this a better technique? It just seems counterintuitive to convert a surface model to a solid to then shell it out, when really all you want to do is "thicken" it, no?
Shelling a solid is indeed a much better workflow than individually thicken surfaces then hoping they will all combine happily into a thin-walled solid. Individually thickening surfaces can easily create near-tangent and near-coincidence situations where those solids border touch. Those are problems are difficult to workaround.
That is particularly true for beginners, who often create less than ideal curves 😉