How would you model this part?

How would you model this part?

Anonymous
Not applicable
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17 Replies
Message 1 of 18

How would you model this part?

Anonymous
Not applicable

 

Hi! Im trying to make this lion a 3D object i can work with in Sculpt mode. I traced one part and extruded in sculpt, but couldnt do anything else after that.. How would you go about doing this? 

 

Thank you in advance!

 

rettljeon.jpg

rettljeon.jpg 

 

Skärmavbild 2015-11-30 kl. 12.44.45.png

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Replies (17)
Message 2 of 18

donsmac
Collaborator
Collaborator

If a relief carving effect is what you're after then 't-spline pipe' objects work great. The screen shots show examples using geometry projected onto a curved surface, then create t-spline pipes and sculpt away. I still need to make a crest on the back of the galleon that has a similar lion with a shield and dragon.

~Don

Here's a link to my gallery: https://fusion360.autodesk.com/users/d-macdonald

 

Harley in progress66.png

 

Galleon ornamentation2.png

 

Galleon ornamentation.png

Message 3 of 18

Anonymous
Not applicable

Wow, great stuff you've done! Did you mean something like this? Tried to fill the gap but I couldn't figure it out!

 

Skärmavbild 2015-11-30 kl. 21.40.20.png

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Message 4 of 18

donsmac
Collaborator
Collaborator

Thanks for the compliment. I made a screencast showing some of the modeling process. The result would need more tweeking but you'll get the idea. 

 

 

https://knowledge.autodesk.com/community/screencast/bfd1333b-1b4d-43d6-844b-e4a49592d613

 

lion head.png

 

 

Screen Shot 2015-11-30 at 4.25.17 PM.jpg

 

 

Screen Shot 2015-11-30 at 4.31.15 PM.jpg

 

 

Screen Shot 2015-11-30 at 4.43.07 PM.jpg

 

Here, I scaled the piece widthwise:

lion head2.png

Message 5 of 18

jeff_strater
Community Manager
Community Manager

This is a great technique, @donsmac!  I never would have thought of using pipe to do this.  I'll have to remember how to do this for future use.

 

Jeff

 


Jeff Strater
Engineering Director
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Message 6 of 18

Anonymous
Not applicable

I will try this. Thank you for taking the time to do this, appricate it! And cool to see it in wood aswell!

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Message 7 of 18

Anonymous
Not applicable

Thanks so much for the screencast!  I've always highly sought ways of modeling convex type quasiplanar stuff like this has, and your method I was definitely interested in and now that it's been revealed definitely goes at the top!  And by using multiple Tspline bodies to insure one never self intersects, the then successful conversion to Brep surfaces allows CNC CAM operations too.

Thanks again!

Jesse

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Message 8 of 18

Anonymous
Not applicable

I've played around with this for a while and I will be able to do what I want. But it is pretty tedious, so I am wondering is this how the professionals does it? Isn't there an automatic function that maps a sculpting surface to a sketch? I tried to extrude but that didn't go very well as you can see in the picture. I mean, is it supposed to be this hard? I am trying to do a belt that resembles the Versace Medusa belt and could this really be how they did it? http://image.rakuten.co.jp/newest/cabinet/03066714/img59367687.jpg?_ex=128x128

Skärmavbild 2015-12-01 kl. 22.22.51.png

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Message 9 of 18

Anonymous
Not applicable
Does anyone know?
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Message 10 of 18

Anonymous
Not applicable

Modeling something like that is not a trivial task.  Although mostly unrelated, TrippyLighting does a good video of one technique to get an idea of various Sculpt methods on this thread:

 

http://forums.autodesk.com/t5/design-validate-document/fillet-rounded-corners-issue/td-p/5739569/hig...

 

For an extremely intricate mesh that you're trying to make, it may pay to also learn a software like Blender, which is free to use.

 

Good luck!

 

Jesse

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Message 11 of 18

TrippyLighting
Consultant
Consultant

I dont really "know" but I would not start the belt buckle you linked to in the image in Fusion 360. I specifically stated "start" because if I likely would end up doing some stuff to it in Fusion.

That shape is easier to to creat in a real sculpting tool such as Mudbox. You can then  re-mesh the part if a more lightweight mesh is needed and then can export that mesh as a .obj and import it in Fusion 360. Then convert it into Fusion 360.

 

There are also pretty good sculpting tools in Blender. Again, these sculpting tools have littel to do with the sculpting in Fusion 360. these tools realy are digital versions of clay modeling tools.

 

I have to say, however that @donsmac's workflow is very creative and has turned out incredibly beautiful.


EESignature

Message 12 of 18

JamieGilchrist
Autodesk
Autodesk

Hi apik,

 

I will agree with the consensus here that @donsmac approach for your model is probably the best way in Fusion.  What you are trying to accomplish is, to @Anonymous and @TrippyLightings point, not an easy model to produce.  If i had to guess on the Versace belt buckle, since it's a $535 belt, that they had an artist sculpt a positive in clay or wax then did either sand or investment casting with some hand finsihing of the final piece.  Many times manufactures won't even invest in 3d models to manufacture "sculptural" shapes like this. You could go down a similar route carving the shape then 3d capturing/scanning and using that data as a base to start with refine in Mudbox and finish in Fusion for your 3D printing.

 

hope this helps.

hope this helps,


Jamie Gilchrist
Senior Principal Experience Designer
Message 13 of 18

donsmac
Collaborator
Collaborator

Here I made a T-spine body for the face. I had a much better face but could not get it to convert to a solid so I used an earilier version.

I made a sketch and projected lines to the surface of the face. Used T-spline pipes for the snakes, etc. Then combine and fillet everything.

I wasn't trying to match the buckle in the picture too closely.

 

medusa2.png

Message 14 of 18

Anonymous
Not applicable

Gee whiz we're going to have to set up an online modeling school (free/not free??) in which you teach the world how to do this stuff!

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Message 15 of 18

TrippyLighting
Consultant
Consultant

@donsmacs model is yet another display of Fusion 360's strength.

 

  1. So he made a T-Spline, a surface with mathematical precision similar in intention to a NURBS surface and as opposed to a subdivision surface which has a finite resolution.
  2. Then he created the snakes with the pipe tool.
  3. He converted the differnt entities into solid bodies just like that.
  4. Then the solid bodies were quickly filleted to to make it all flow together harmoniously.

This all feels very natural and intuitive in Fusion 360. Try that with any another application!

I often refer to Blender. You cannot do this in Blender. You'll have to manipulate and combine your model at the the vertex/edge/polygon level to blend all the surfaces together into one mesh.

 

I can only imagine the frustration of a user that is first trained in Fusion 360, say in college, and then is required to work with Solid Works at his first job.

The posts on a given Solid Works Forum by such a user will be most interesting 😉


EESignature

Message 16 of 18

Anonymous
Not applicable

Interesting, I didn't know there was that difference in the mathematical representation methods for meshes like that. 

If guessing, I would say donsmac did in fact combine the Tspline primitives at the vertex/edge/polygon level while in a Sculpt instance, since, from my experience at least, it's often very challenging/near impossible to use fillets after the fact on individual Brep bodies resulting from sculpting, being the intersection curves and adjacent surfaces are often so complex. 

Jesse

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Message 17 of 18

donsmac
Collaborator
Collaborator

Thanks Trippy, I've never used mudbox, but I had to see if I could model a face in Fusion. I used the Face Tool, of all things, and layed out the faces over an imported image. All the faces were layed out on the same plane. When that was done, I started dragging points back or forward, with no need yet to move points in any other direction. Once that was done, I had a decent face, added a few extra splines and tweeted and tweeked. I then brought in a photo of face in front profile and adjusted the T-spline mesh to match. Tweeked till enough is enough. I was able to convert it to a B-rep but could only thicken it by 0.001mm to make the solid.

 

 

face it v25.jpg

 

face t-spline.png

 

 Here's where I started, making faces on top of the image:

-thanks to whoever did the imported image.

T-Spline mesh.jpg

 

~Don

Message 18 of 18

thorxx
Participant
Participant

would love to learn those decors on that ship. that looked nice!

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