Suggestions for workflow, method, and approach?

Suggestions for workflow, method, and approach?

cole_riddle07
Observer Observer
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Suggestions for workflow, method, and approach?

cole_riddle07
Observer
Observer

Before I start, I know my way around Fusion among other CAD and 3d modeling software thanks to other projects and tutorials, so don't tell me to go watch a tutorial please. Okay, so what I'm trying to do is free model a Halo suit. It's part of a much, much larger project, but the base of it is this suit. I've made some basic 3d sketches so that I know what I want it to look like, and I want to model it in a way that allows me to 3d print it to get it just right, but I have no idea where to start or how to approach this. I don't know whether to use form, surface, or solid modeling, nor what to start with or how to start. Basically, I know how to use Fusion, but don't know how to employ it for this purpose if that makes any sense. The sketches I have made are rough and don't line up, so I'm literally going from the ground up with no accurate reference.

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TrippyLighting
Consultant
Consultant

I guess what your post boils down to is that you know the very basics of Fusion and can model very simple stuff.

 

Are you aware of the difference between a component and a body?
Do you know how to fully constrain and dimension 2D Sketches?

 

I am assuming you are most interested in the Armor pieces. Surface modeling is one way to create those, and Forms (T-Splines ) is another. 

 

Can you share images/screenshots of previous projects, so we can assess your modeling experience and suggest a way forward?

 


 


EESignature

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Drewpan
Advisor
Advisor
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Hi,

 

The key to a successful Project is the preparation you put into it before you start,

closely followed by the Logical way that you proceed to design and build it.

 

Ok, so you have "watched tutorials" and other learning videos and you are comfortable

with using the software. I will assume that this means you can use most of the Tools

and know the difference between a Component, an Assembly and a Sub-assembly. I will

also assume you know the difference between Design at the Origin and Design in Place

methods and you are comfortable with using Joints. Finally I will assume that you know

how to correctly manipulate the Timeline and use the Browser Tree. If you are not familiar

or comfortable with any or some of these things I have just mentioned then I strongly

suggest that you Proceed with Caution.

 

While I don't play Halo and I am not a Cosplayer, I am assuming that this project is to

design a Cosplay Halo Suit. Ok, where to start.

 

Setup.

 

I would create as many of the components and assemblies as possible BEFORE I start to

model ANY of them. This will give me a guide of what to do and in which order and how

much I have left to do. Remember SYMMETRY is you friend. I don't have to design the

Left and Right sides separately if I can do one side and then use a Mirror. I don't have to

create EVERY Component but at least the main ones. I would be looking online for images

to give me a guide like this one.

 

Drewpan_0-1764555673074.png

 

Next I would be looking for some kind of "Technical Readout" with a 3 View of the

Armour. These can either be Fan made or Official Merchandise and they give a great

deal of detail you can use for modelling accurately. If you can't get anything else

then get an Action Figure with the detail you want and take ACCURATE Front, Rear,

and Side images and ACCURATELY scale them. Use these 3 View images as a Canvas

on the major Axes and line them up properly so that if you model the front of a Leg

and then turn to the Left View it will line up with the Canvas.

 

When I say Scale it, if the Action Figure is 30cm (12") and YOU are 175.26cm (5' 9")

then scale the images by 5.75 to get a suit to fit you.

 

Drewpan_1-1764556074910.png

 

It will look similar to this Aeroplane when done right.

 

Drewpan_2-1764556157998.png

 

Drewpan_3-1764556186535.png

 

Drewpan_4-1764556201705.png

 

Drewpan_5-1764556219603.png

 

Ok, so now you have done some initial Setup you "might" be ready to start

modelling. Remember that these Canvas are only a GUIDE to help you to

sculpt the model. If you have to fudge it a bit to make it fit then only YOU

will know.

 

Start with something big in the middle that you will build all of the rest of the

model onto. I would start with the Chest Plate. It is relatively simple compared

to other parts and the Helmet, Arms, Groin Protector, and Legs all naturally flow

from this part.

 

Drewpan_6-1764556514940.png

 

Drewpan_7-1764556536414.png

 

Starting with SIMPLE sketches, create the necessary bodies to be sculpted

and joined together. Do EVERYTHING Logically - if it isn't logical then you WILL

probably get confused. If you make a mistake, use the Timeline and fix it as

soon as you realise. Finish each Component BEFORE going onto the next. Make

extra careful that the Component you are working on is the ACTIVE component.

 

In terms of modelling, the method you use might be related to what you want to do

and how much experience you have. If this is a one off just for you and you just want

one then do it however you want. If this is a CosPlay Project you intend on selling or

distributing with the public, do your homework. Does it NEED to be fully Configured

to change a couple of Parameters to get Size Xtra Large for your friend?

 

I would say that the armour looks to be built of polygons and mainly flat surfaces so

I would model this parametrically and as a Solid then Shell it afterwards. If you feel

more comfortable with Form Modelling then go for it. Form modelling might give you

more Organic shapes but also might be harder to modify down the track.

 

This is one of those projects where the Detail is on the OUTSIDE so modelling it as a solid

will probably help as you can start by either Shelling the inside or literally cutting a Human

shaped form from the INSIDE to make it comfortable.

 

The more effort you put into this then the better the end result will look. Design it for fun but

create it like an Engineer. Keep it Simple Stupid, make it functional, keep it Logical, finish each

part before starting the next one, build it as you go.

 

Cheers

 

Andrew

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