sculpt modeling workflow

sculpt modeling workflow

Anonymous
Not applicable
1,797 Views
5 Replies
Message 1 of 6

sculpt modeling workflow

Anonymous
Not applicable

Im trying to model this car , I ussually work on nurbs workflow but trying to learn tspline workflow.

its very hard for me to make this car, any t splines line I make doesnt create shape I intended since Im used to nurbs surfacing.

Anyone can help with examples on tsplines line strategy for this?

 

b7363b27378513.56277c10015ff.jpg

0 Likes
1,798 Views
5 Replies
Replies (5)
Message 2 of 6

Brady_Fulton
Advocate
Advocate

I have lots to learn with sculpting, but everytime I create something, I get better in that environment. Stick with it, and watch a few youtube clips such as this one to learn new tips and techniques:

[video]

Message 3 of 6

jeff_strater
Community Manager
Community Manager

Car design is challenging - I've tried to model a car, and had many challenges along the way.  I'm still not much good at it.  But, here are a couple of posts that contain good information about this topic:

 

car design tips

one-take-car-demo

 

Jeff

 


Jeff Strater
Engineering Director
Message 4 of 6

TrippyLighting
Consultant
Consultant

There are hundreds of vehicle subdivision surface modeling tutorials, timelapse videos and such on youtube. Subdivision polygon modeling is very similar in concept to T-Splines and a .obj exported from Maya, 3DSMax, Modo, Blender, Cinema 4D can be imported into Fusion 360 and converted into a T-Spline.

 

There is some excellent work out there!


EESignature

0 Likes
Message 5 of 6

SaeedHamza
Advisor
Advisor

Hi,

 

As mentioned above by these guys, there are many vehicle designs using the sculpt environment and modeling them can vary according to their details and geometry,

I recommend you watch some youtube videos on this topic, they can be helpful in a great way.

 

Here are some tips for your car :

1- The first thing to put in mind is that this car is symmetrical, which means it's for the best to use an internal symmetry, so that you can work on half of the car while the other half is being made accordingly :

internal symmetry.png

 

 

2- Use canvas, it will make the modeling process much more easy for you, and try to use 3 canvases, top, side and front, and you can calibrate them before starting so that you don't have to worry about the scale.

 

3- Try to understand you geometry before starting, I mean simulate the whole workflow in your mind before starting, for example, in this picture you can see that the areas in the black are faces extruded up from the main body, which can be done using the edit form command while pressing the Alt key to add faces and not affect the surrounding geometry, and the red areas are just a crease in the main body :

car.jpg

 

 

4- Other details or openings can be done in the Patch environment using trim for example, but I guess you won't understand this one until you watch some car modeling videos as I mentioned before.

 

Start working after watching the videos, and if you have any details that you can't get right, we'll be more than happy to help

 

Best of luck

 

Saeed

 

Saeed Hamza
Did you find this post helpful? Feel free to Like this post.
Did your question get successfully answered? Then click on the ACCEPT SOLUTION button.

EESignature

Message 6 of 6

Anonymous
Not applicable

Thanks for the replys guys.

I dont mean to sounds negative , but most tutorial or model on car Tspline looks very bloby / uncontrolled surface, I dont expect Class A surfacing but at least a clean topology for surface study.

 

I will definetely look at subdivision tutorial, Thank you.

0 Likes