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Surface Modeling Help - Thickening/solidifying

junkPH3JH
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Message 1 of 11

Surface Modeling Help - Thickening/solidifying

junkPH3JH
Contributor
Contributor

Hi All.
I'm spending way too much time trying to solve this issue on my own. Hopefully someone here has some advice. I have found surface modeling or sculpting causes me more frustrations than anything else since I started with F360. I mostly stay away from it but decided to give it another chance with a new project.

I have a surface model that I would like to thicken. I have tried every way I can think of but continue to get errors (sometimes cryptic). I can patch it up and make a full solid, but I'd really rather thicken it to 1.6mm (inside preferred).

I'll attach to model here in case anyone wants to have a shot at it.

The form is a little complicated, I know, but I've gone over it a few times looking for errors or reasons for it to fail. I have successfully exported it to Blender and solidified it there, but that is a hacky work around I want to try to avoid.

Thanks in advance...

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Message 2 of 11

jeff_strater
Community Manager
Community Manager

Problems with thicken are almost always from areas of high curvature.  High curvature results in self-intersecting surfaces, which cause the failure.  Applying a curvature map to this surface shows areas of very high curvature (the purple areas):

Screen Shot 2022-04-04 at 10.50.27 AM.png

 

So, one approach is to try to fix those.  There is another approach, though, since this is a T-Spline model.  There is a Thicken operation in the Sculpt/Form environment, that is generally much more forgiving.  So, I tried that.  I was able to get close at 1mm.  See the screencast.  There is still some self-intersection in the offset.  Once I finished the screencast, I went back and made some modifications (all around the eye sockets) that eventually led to success at 1mm.  That model is attached, if you are interested.

 

Screen Shot 2022-04-04 at 11.27.22 AM.png

 

 

Now, there are probably things in your T-Spline model that are undesirable (triangle faces, "star points", etc) that may also be contributing to the problems, but I'm not an expert on those.  

 


Jeff Strater
Engineering Director
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Message 3 of 11

junkPH3JH
Contributor
Contributor

Thank you so much @jeff_strater for taking the time to look at this and post a thoughtful reply. I really appreciate your time.

I got about as far as you did as well, then spent hours trying to figure out how to achieve the form I need without producing those errors. As I said above, working in this space has always been problematic for me and I tend to avoid it. Thanks for reminding me about the Curvature Map! I use many of the visual hints but missed that very important one! Thanks also for attaching your modified model.

As you see, there is a (necessary) combination of flat areas and curves. If you, or anyone else for that mater, have hints for how I can achieve what I'm trying to do I'd be happy for the advice. I tried removing creased edges and I've tried to smooth out some of the curvature where I could.

Should I be using more geometry/edges. Are tight curves preferred over creases? Once I have introduced tough strain on an edge I have a very difficult time releasing it...

Thanks again to anyone who'd like to chime in.

 

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Message 4 of 11

jeff_strater
Community Manager
Community Manager

I am not probably the best person to recommend T-Spline usage patterns.  @TrippyLighting is much better at that (as are many others).  I've just memorized the "don't use triangles", and "star points are OK, if used carefully" talking points.  I can usually get near the shape I want using them, but am probably not a role model.

 

Creases are an interesting topic.  They have their use, but can be abused.  I tend to think Solid or Surface when I see sharp corners, but creases were added for a reason in T-Splines, so they should be OK, if you don't over-use them.  I don't think this model does that.  I tend to just add extra faces (insert edge, insert vertex, subdivide) when I want more curvature in an area, but that approach will always leave some curvature.

 

Also, you should probably periodically look a the model in Box mode.  Self-intersections are usually more apparent in Box mode.  Try to get a nice-looking Box mode version, and the resulting smooth model will be nice, also.

 

If you are designing with the idea of thickening in the end, I might be tempted to throw a curvature map on it from the start, and watch out for those purple areas.

 

The other thing I forgot to mention about T-Spline Thicken:  It is not associative.  Once you've thickened an area, your opportunity to adjust the form is limited.  So, if you can get away with Thicken in the Solid area, I'd stick to that.  T-Spline Thicken is really a bit of a cheat that can get you out of a tight spot sometimes.  A good too to know, just know its limitations...


Jeff Strater
Engineering Director
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Message 5 of 11

TrippyLighting
Consultant
Consultant

I echo much of what @jeff_strater says.

 

1. For a beginner NO triangles and no N-Gons (polygons with more than 4 vertices).

2. Model at least 70% in Box View mode. Check the shape in smooth view mode. If you make small adjustments in smooth view mode check back that everything is OK in Box view mode.

3. Polygons should not be overly stretched. If you need to stretch a polygon very far to get the shape you want, More geometry is needed (edges, polygons)

 

Check out the links I provided her in this thread

 

Also, creases can work well if applied at the end of the modeling process. If you continue tom model with crease applied you'll find that often the model exhibits hard to explain artifacts and that can already be seen in your model. 

 

TrippyLighting_0-1649120891474.png

 

Your model isn't actually bad. It just needs a little TLC 😉 

Modeling human anatomy, even "just" a mask is hard!

 


EESignature

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Message 6 of 11

junkPH3JH
Contributor
Contributor

@jeff_strater  and @TrippyLighting Thank you both for taking the time to assist. I appreciate you both.
I see the artifacts caused by the over-stressed polys and creases... my problem with those is that once they exist I can rarely work them back out.

I have been modeling in Box View close to 50% of the time, I'll try to bump that up and spend more time there.

I do my best to avoid triangles and N-Gons. I'll try to get that down to zero if possible.
Peter says my model "isn't actually bad"... so I will resit the urge to give up on it for now and see if I can actually fix it.

 

I'll do a bit more learning on my own and continue to work on this... Thanks for making me feel its possible and I'm not just sailing towards monsters.

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Message 7 of 11

TrippyLighting
Consultant
Consultant

@junkPH3JH wrote:

 

 

I'll do a bit more learning on my own and continue to work on this..


Follow the link in my post to the other thread and when there, follow the links I provided there.

Just practicing alone isn't going to cut it. You'll also need to familiarize yourself with a little theory.


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Message 8 of 11

junkPH3JH
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@TrippyLighting wrote:


Follow the link in my post to the other thread and when there, follow the links I provided there.

Just practicing alone isn't going to cut it. You'll also need to familiarize yourself with a little theory.


Thanks Peter! That is how I spent my evening last night.... falling down a sub-d rabbit hole 😉

The 2011 Manual is a treasure. I'm skimming and reading that as well.

I'm leaning towards restarting that model from scratch but I'll try to fix it first as I think I'd learn a lot with that exercise. (Q- Do you believe it's worth the time to try to fix this?)  I've paused that part of my project and I'm considering the next while School Days.

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Message 9 of 11

TrippyLighting
Consultant
Consultant
Accepted solution

@junkPH3JH wrote:


Thanks Peter! That is how I spent my evening last night.... falling down a sub-d rabbit hole 😉

 


LOL. I know how that goes ...

 

I took this to Blender, because I can work more fluidly. However, that topology can also be created in Fusion 360.

I've you've watched some of Arrimus 3D Blender videos, you'll notice the he uses the Knife tool often to cut in additional edge loops.
Fusion 360 has a very similar tool but it has the most unintuitive name. It's the "Insert point" tool.

 

So around the eye and the cheek bone area you'll see a number of loops added to tighten up edges better.
However, I also work with crease in Blender. Creases in Blender are weighted, which means they don't have to create infinitely sharp edges. That can often help in reducing support loops. The purple edges are creased.   

 

TrippyLighting_0-1649331268148.png

 

TrippyLighting_1-1649331425162.png

 

Here's how that looks in Fusion 360 with creased edges.

 

TrippyLighting_3-1649332111524.png

 

Model is attached.

 

Ne more thing: It is generally advisable to avoid face loops like this:

TrippyLighting_5-1649332341352.png

 


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Message 10 of 11

TrippyLighting
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Accepted solution

`Here is a model with all creases replaced with proper support loops:

TrippyLighting_0-1649418569978.png

 

Thickening will be it's own challenge. This should be done with the T-Spline thickening command. That will create a lot of self intersecting geometry in areas of high curvature , which will need to be fixed manually.

 


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Message 11 of 11

junkPH3JH
Contributor
Contributor

@TrippyLighting wrote:

Thickening will be it's own challenge. This should be done with the T-Spline thickening command. That will create a lot of self intersecting geometry in areas of high curvature , which will need to be fixed manually.


Goodness Peter! You have given me more time that I had any right to ask for. I really appreciate it.

Although I managed to produce a solid with my first ugly attempt by retreating into Blender, I really want to make a better surface in fusion to begin with. I've taken all of your advice and began to fix the original and I'm making progress with that. I still have some circular loops but so far they are behaving. I have no n-gons and 4 necessary stars.

 

I have also started a new model, laying out the topology in near-perfect loops (mostly parallel loops? I think you know what I mean), That is going slow and I'm loosing interest 😉 I break that work up with some solid modeling which is a pleasant break for me.

 

Anyhow, I'm making progress, I appreciate your time, and I'm sure I'll have more questions in the future! Thank you @TrippyLighting .

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