Best Workflow Practices (Model, Sculpt, Patch)

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I'm interested in creating models that mix organic shapes (T-Splines) with rigid, mechanical shapes. My findings:
You can sculpt with T-Splines, "Finish Form", then cut holes or create Boolean combinations with the T-Spline and standard primitives back in the "Model" workspace. You can then even use Fillet or similar to provide a cleaner flow.
...or instead of using "Combine", you can also have a standard primitive just float inside a T-Spline. You can even drag a primitive body under the same component as a T-Spline and just have it sit there.
I'd like to ask if there is a standard practice for having these elements work together. The answer will likely be... it depends on what the model is to be used for, correct? Is it going to start and end in Fusion 360? Is it going to be exported as a polygonal mesh and used in another program? Is it going to be 3D printed?
In the end, I'm looking to place rigid boxes, cylinders, etc. into T-Splines that don't have exact dimensions and flat planes, yet have them "feel" seamless in my model.
Any suggestions? Thanks!
Lastly, once I've joined these bodies in the best possible workflow, is there a way to manipulate faces of the standard primitives, similar to a polygonal modeling space? Scale, rotate, move for vertices, edges, faces?
Thank you for reading!