Form modeling : smoothing areas, joining 2 parts

Form modeling : smoothing areas, joining 2 parts

ruben_van_lerberghe
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Message 1 of 47

Form modeling : smoothing areas, joining 2 parts

ruben_van_lerberghe
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Hello,

 

I have a model for a table that I quite urgently need to present. My 3d model is still very flawed but the smoothing function does not work as i want it. 

The 2 legs that sweep and twist underneath should look the same from a side view (looking at the twist) but from a front view I want the 2 sweeps to come together and then separate again. 

 

I attached how i want it with some veneer strips to give an idea. And also the flawed model where the connection is not yet made.

 

Since i need to model it urgently, all help is very welcome.

 

Thanks in advance.

 

 

IMG_5784.jpgIMG_5797.jpgIMG_5960.jpg

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Message 2 of 47

davebYYPCU
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Can't be sure this is exactly what you ask for but will give you clues how to get there.  (I found the tabletop section not symmetric, so modified to do what I needed.  You may like to fix the floor cuts.

 

cltdb.PNGcltdb2.PNG

 

Might help...

Message 3 of 47

ruben_van_lerberghe
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Hello,

Thanks a lot.

Definitely looks more balanced now.

 

The symmetry is only for the table top and top part of the legs. 

Underneath, each leg is bending in its own way and from a side view there is this twist which is quite necessary. Your solution makes them blend into each other, but the twist is lost. 

0706JOLIENSIMON_2025-Jun-07_08-58-56AM-000_CustomizedView28817323044.pngIMG_5797.jpg

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Message 4 of 47

davebYYPCU
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Consultant

cltdb3.PNG

 

Appears that you want the front vertical face on the right to finish as top surface on the left, 90 degree twist.

What is the cross section at the Origin position, all 4 legs?  I currently have a rectangle, would a square at 45 degrees work?

 

 

 

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Message 5 of 47

ruben_van_lerberghe
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Thanks for your quick reply.

So at the point where you marked it on the left ( the edge of the rectangle) it has already twisted 90 degrees from the left corner. But yes between the 2 points of the edges, there is a 90 degrees twist.

 

The cross section at the origin position would be that all 4 legs have blended into a slightly angled rectangle ( as on the strips of veneer in the picture). A square would be too heavy in my opinion. But if this is all in form mode, I can still turn it into a square no ? 

 

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Message 6 of 47

TrippyLighting
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sI am getting there ...

 

While this can be done with Fusion, obviously, I am not using Fusion for this, but Blender.

When done, I'll transfer this into Fusion.


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Message 7 of 47

TrippyLighting
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Consultant

Is this getting closer to the shape you are looking for?

 

TrippyLighting_0-1749400783723.png

TrippyLighting_1-1749400825233.png

 


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Message 8 of 47

ruben_van_lerberghe
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@TrippyLighting 

hi 

the shape of the tabletop and the legs going down is actually looking quite close to what i'm making when looking at the model of @davebYYPCU 

but the way they intersect in the middle is effectively the way you are modeling it in blender. the only thing is that they don't sit on top of each other. ( When the client appoves) I'm going to join them where they come together and then they separate again. But you captured the flow effectively

Thank you already

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Message 9 of 47

TrippyLighting
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@ruben_van_lerberghe wrote:

...the only thing is that they don't sit on top of each other. ( When the client appoves) I'm going to join them where they come together and then they separate again...


Can you explain that in more detail?


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Message 10 of 47

davebYYPCU
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Consultant

I can't get past a square at the origin, due to where the edges will end up.  I noted that your canvass as a flat top at the Origin but need more clues if that is to be the case.

Not pretty until the how is done...

 

cltdb4.PNG

Same file has old work pushed up the timeline.

 

Might help...

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Message 11 of 47

SaeedHamza
Advisor
Advisor

Is this close to what you need?

SaeedHamza_0-1749467522735.pngSaeedHamza_1-1749467560107.png

SaeedHamza_2-1749467768084.png

SaeedHamza_3-1749467802722.png

 

Saeed Hamza
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Message 12 of 47

TrippyLighting
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@davebYYPCU I think the model you attached belongs to another thread 😉


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Message 13 of 47

davebYYPCU
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Consultant

Oops , Correct, Edited and replaced the file in that post higher up.  Sorry about that.

Message 14 of 47

TrippyLighting
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How is this?


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Message 15 of 47

ruben_van_lerberghe
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This is amazing, really close to how i want it. 

Thank you! Can I still adjust some smalle areas in form mode ? 

 

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Message 16 of 47

TrippyLighting
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Yes, but there is one caveat. I have applied weighted edge creases in Blender, which helps round over things. In Fusion, a crease is sharp with no weight.

 

 


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Message 17 of 47

ruben_van_lerberghe
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Hello @TrippyLighting ,

 

Yes that helps a lot , thanks again.

The small model you imported in the end, is exactly that, a small model on a 1:4 scale. The top of this model has been approved by the client, so ideally i would conserve that, combining it with the leg structure you have modeled ( the large one)

 

If you think it's better to stay in Blender until finished, I can try this as well. I don't know if its a big learning curve. 

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Message 18 of 47

TrippyLighting
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@ruben_van_lerberghe wrote:

If you think it's better to stay in Blender until finished, I can try this as well. I don't know if its a big learning curve. 


If you are not familiar with Blender, that might be difficult. But I would recommend for you to look into using Blender for future projects. It has many more tools that can hel making this easier and better to edit.

However, that requires an all quad geometry. There are a few N-Gons in your table top that would not import "cleanly" into Fusion. they will be triangulated. While those additional edges can be deleted, my recommendation woudl be to model exclusively with 4-sisded polygons (quads)

 


@ruben_van_lerberghe wrote:

...The top of this model has been approved by the client...


While that can be worked around, that is unfortunate as it's topology is less than ideal. You used some less than ideal  quads, there are a few N-Gons and the 4 legs aren't all the same. If you ask for help earlier, that will make the process a bit easier 😉
 


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Message 19 of 47

ruben_van_lerberghe
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I used the top of an earlier model and weld vertices with yours. Just trying to figure out the best strategy to get all 4 corners symmetrical and close to the model that i put in yellow. Is there a strategy that can make this faster and consistent along all 4 corners ? 

 

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Message 20 of 47

TrippyLighting
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Consultant

Please put the table top and my file into a separate model and attach that. Then I can demonstrate what I would do.

The model you had attached to your last post shows 4 different T-Spline bodies all in different levels of completion and also all no centered about the origin, which is a big no-no in modeling anything symmetrical!


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