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I'm having a real hard time modeling composite curves on a hard model surface. The 2 point fillet, although a great tool, doesn't always work because I'm faced with shapes that are much more extreme.
I've found this to be problematic specifically in handles and grips where the ergonomics come into play. I don't want to sculpt them because the tool is too inaccurate, but I haven't found anything in the hard surface modelling mode that can achieve that kind of curve.
I'm attaching an example of what I'm saying. I can model exactly that shape with the details and all, but the two highlighted areas scare me to death, I wouldn't know how to directly approach them.
The closest thing to a solution that I've devised (which is way too cumbersome) is after the whole model is ready make a copy of it, delete everything that is not the piece that I need, get rid of the history, select the face and utilize the command "edit face" and modify it with sculpt-like commands. After I'm done drag and drop the thumbnail into the the file where i want that part, bringing in also all the sketches, origin points and stuff that end up being a bit of a nuisance.
Is there a more direct/easy way of approaching this composite curvatures?
Thanks!
Solved! Go to Solution.
Solved by michallach81. Go to Solution.
Solved by jeff_strater. Go to Solution.
Hi @Anonymous,
Can you explain more why you think that Sculpt is not appropriate for this model? You said that you think its too inaccurate, can you explain that further? If it were me, I would probably use Sculpt for this.
That said, your points about surfacing (Patch workspace) are valid. Advanced surface modeling is not Fusion's strong suit. You can do a lot with loft, sweep, etc, I've found, but it would be difficult, I agree, to do this shape with surfacing tools.
Edit Face is certainly a tool that can help in some cases, but as you say, it's only available in Direct Modeling, which may or may not be what you want.
If you want, we could put together some videos explaining how to go about this kind of desing using Sculpt
Jeff
Another thought: If you have the rest of the design created as a solid, you can use a Sculpt body to create the green and pink surfaces and use Split Body to get that shape into your model.
Jeff
Hi Jeff, thanks for answering.
I don't find the sculpt mode to accurate for several reasons:
- It (understandably) lacks a history mode that the modelling mode has, so I cannot go back to a previous state to modify.
- (For me) is not easy to know the correct number of rings I should have around the object I'm sculpting, and every time I add a new one it completely distorts whatever shape i already had settled on, making me retrace my steps and re-sculpt all the area again.
- Sometimes I need a stiffer shape around more organic areas such as a more solid grip shape around the finger placement areas. I cannot achieve said shapes with purely the sculpt mode, because modifying one ring makes the other ones react and it distorts the model.
These are the ones that come to mind right now.
It would be of great help if you could put up together a video showing us how you would approach something like this.
Thank you for your time!
DW
Hi @Anonymous,
Here is a very quick, very crude screencast showing one way to attack a design problem like this one. It uses a mix of sculpt and solid features. It does not result in your exact model, but hopefully you get the idea, and can explore it on your own.
Jeff
Hi, maybe it will help you if you would check my example part:
You will find file in attachments, if you'll have any questions, ask.
Michał
Michał Lach
Designer
co-author
projektowanieproduktow.wordpress.com
If you find something hard to make, ask.
Michał Lach
Designer
co-author
projektowanieproduktow.wordpress.com
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