How do I use Sculpt with a Model.

How do I use Sculpt with a Model.

Bill_Brehm
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Message 1 of 6

How do I use Sculpt with a Model.

Bill_Brehm
Enthusiast
Enthusiast

I have watched several tutorials on Sculpting, but none of then tell me how to add a Sculpted feature to my model. 

 

When I enter the Sculpt mode my model is ghosted (almost invisible with opacity at 100%) an cannot be selected.  I tried to use Match, but I can't select any part of the model to match to. 

 

If there is a tutorial specifically adding sculpted details to existing models that would be good.

 

Thanks

Bill

 

CC Head New Sculpt mode.jpg

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Accepted solutions (1)
6,792 Views
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Message 2 of 6

Bill_Brehm
Enthusiast
Enthusiast

I found the Covert utility.  Is that all I need to do?

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Message 3 of 6

Bill_Brehm
Enthusiast
Enthusiast

I can't seem to make this work.  How do I add a sculpted feature to a non T-Spline body?   I tried to convert the bodies, but I can't just select the body I have to pick out each curve.  There are several hundred of those so that just can't be right.

 

Completely lost on this.

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Message 4 of 6

jeff_strater
Community Manager
Community Manager
Accepted solution

Hi @Bill_Brehm,

 

What are you trying to do with your model?  Are you trying to take a solid model, and do "T-Spline-type" modeling on it?  

 

Right now, there is no way to convert an entire solid body to a TSpline.  You can, however, convert a single face to a TSpline, edit that face, and use Replace Face to add that face to your Solid body.

 

Here is a screencast showing how:

 

 

Jeff

 


Jeff Strater
Engineering Director
Message 5 of 6

weshowe
Collaborator
Collaborator

I spent a lot of time trying to get artsy results from models I had made, and was quite frustrated until I figured out the best approach is to do the artsy parts first, then trim and cut the precise parts I wanted.

 

How I do it is to click on "create form" which throws you into sculpt automatically. Then I make a new primitive, like a cube (this will be a T-spline body). You can specify the overall size, but if you are going to trim it up later, remember to add the extra you need. You can double-click on a line and it will select the whole loop, then you can use the right-click menu to get to edit form and you can rotate, scale or translate the whole loop at once. With symmetry on you can make a barrel shape from a cylinder pretty easily. Or you can tweak individual vertices.

 

When I do it that way, and click on finish form, it creates a body that you can work with just the same as ones you create in the model space (if it is closed), except it will be "artsy" looking. Drill holes in it, combine it with another body, export it to .STL, and so on. It is much easier to work it this way than to try and make the CAD-type body into something you can edit. Most of my projects now start with a Form and then I do the sketches and CAD work to it.

 

I never thought of replacing a face at a time as was shown previously, and that will go into my "bag of tricks".

 

 - Wes

 

Message 6 of 6

Bill_Brehm
Enthusiast
Enthusiast

Thanks guys.  Interesting solutions, and as is often the case there is more than one way to do something.  I marked Jeff's reply as the solution only because it is probably the correct way to do it, with practice.  I had several faces to sculpt, none of them flat, and all adjacent to each other.   It worked, but not as well as I had hoped.   It was easier to just place a primitive where needed, contour it, and then use the split and combine functions to remove the unwanted sections.  Perfect!

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