Thank you puha666! I would have kept recording modeling the car body but I also feel like at some point it isn't as helpful. I plan to keep adding to the series showing how to tweak and fix little issues that come up. I also have another plan in the works to show the process of making fender flares on a car when you don't have it modeled in Fusion. Hope to start releasing some of those videos next week.
So nice of you. Thanks! This is a bit of an older series. The most current car series is the Porsche 911 so be sure to check that one out if this content seems old/out of date. thanks for watching!
This series wasn't originally meant to go through the whole process. If you are just starting out i have a ferrari 308 series as well as a porsche 911 that I would point you to. th-cam.com/play/PLBDfGh8A8kXW2KBn0b7pMsH5q6FLfSYql.html
I love your videos! Thank you for taking the time to make them and help us out. My question is, what is the difference between the Forms and Surface environments? They seem similar, not sure when I would use one or the other.
Forms is "freeform" modeling. Meaning you have a cage that you push/pull and the edges and faces control the tangency of a surface under it. This allows you to create some complex shapes just by manipulating that cage in 3d (box display shows just the cage. the control display Alt+2 will show the cage on the outside and the smooth surface on the inside). When you finish a form, if its open it will be a surface, if its closed it will be a solid. From there you can carry on doing whatever you want with it or go back and make edits to the shape. Surface tools require you to define the inputs to build your surfaces rather than pushing/pulling them. So if you want a complex shape you need to first start by creating 2d curves and project them into 3d or make 3d curves for the surface boundary and internal shapes. If you use 2d curves and project them into 3d, each profile or guide will be 3 different sketches. So a loft with start/end and 2 guides means you now have 12 2d sketches to control that one shape, or 4 sketches that are 3d. The benefits to surfacing is that you can make clean cuts in surfaces without worry about changing its shape. you can't really do that in a form. And surfaces are going to be more precise since they are defined by sketch geometry. So forms is great for concept shapes or shapes that don't require a high level of precision. Surfaces are better if you are working with strict dimensions and/or you need to make harder transitions that don't follow the edge flow in a form. On this channel i have 3 car series with forms, but also a form mastery playlist with 48 videos as well as a surface mastery playlist. This WRX series is a bit old so I would suggest going to something like the Porsche 911 series if you are looking for car modeling.
@@LearnEverythingAboutDesign Matt, thank you so much for this explanation. Currently I'm struggling on where to start my project, I have scanned data of my dashboard (so not very precise) and an object I have made in the solid workspace of Fusion 360 (very precise). My goal is to add the object onto the dashboard, making a housing that I can then print. I seem to need a middle ground somewhere between the forms workspace and the solid workspace so I started looking at surfaces. I watched your video where you made a door speaker pod using forms, that was extremely helpful and the closest I have found to what I am trying to do. I'm going to take a deep dive into your surface mastery videos!
@@kenames8849 Yeah sadly there is no 1 size fits all solution as its very much dependent on your scan/geometry/goals. In some scanning videos, specifically the brake lever series, i show 3 ways to work off scan data. Mesh section sketches can help you make surfaces to fit your dash and might be a good way. i also did this on a dash trim piece for a charger. It was an HVAC control surround piece. th-cam.com/video/4fU3PUs2syM/w-d-xo.htmlsi=GPpqwo9p_W-FVPNZ This in addition to that speaker pod might get you what you need. The dash piece near the 30min mark i show mesh section sketches for the part, but also show forms on the same part so you can kind of see the differences there.
I've been trying to model a flip up head light bezel (trim) for weeks, maybe you can do a demo. It is so difficult because they have multiple angles, depending on how you look at them, different planes, planes at an angle... I hope to be able to achieve after watching your videos. Or maybe you can do the complete model of the headlight: Headlight housing, bezel, and top cover (since they are all bolt up components). Headlight bezel trim are on 90s cars with popup headlights. Thanks
Hey Keven. I have had a few pop up headlight cars and still own one, mitsubishi starion. Is your end goal just to animate the lights popping up and down? Depending on the car the mechanisms are a bit different. Something like an FB or FC rx7 vs an FD for example against a c4 90s corvette that flips 180 degrees. If you have a specific car in mind let me know. I can try to find good pictures of trim. They are generally just thin plastic that fits loosely around the glass bulb. You could do this with the Form tools but a lot of the features would likely be done with parametric sketch and surfacing for things like screw holes etc.
@UCJ5wajSXOZoLk165NXWfu1Q Great car Keven! Yeah i have seen those light conversion before. One thing you might be able to try is some photogramatry. There are some free programs www.3dflow.net/3df-zephyr-free/ and autodesk used to have one called 123d catch, but its not around anymore. You can set your stock bezel on a turntable and take a bunch of pics. 3df zephyr free is limited to 50 pics but that should be enough. Fusion 360 has a mesh workspace and will be able to convert a mesh body into a BREP(solid) for you as a good starting point or at least a good reference. I will dig around for some pics and see what i can do to help out. also feel free to email me support@caducator.com if you have any reference pics of the bezels.
Keven, i drew up the hood/front (quickly) for the MR2 and a pop up that moves up and down. I will try to get a video on the process done in the next few days to give you some tips on how it can be done. I don't have any references for bolt hole locations but I will try to give some tips on how to do that part as well.
Keven, 2 videos are being uploaded now. They ended up being very long..... There is a lot to cover. First video is about 1hr long and talks about some of the basics of assemblies, how to create the references needed for the headlight and a quick look at a surfacing approach and a forms approach. It really is meant to be the tools needed. I ended up making a second video that was about 30min long just modeling the bezel using surfacing only, as that is the way I would approach this part. The videos are processing but you can check out the playlist here when they are live. th-cam.com/play/PLBDfGh8A8kXXq1yl85g7YFqOWWm7hbuJN.html
And your videos are really amazing. Which forms I build Aircraft the problem I have is when I want to print them. My question is how do I print forms and if I cannot print forms what do I need to change them to to be able to print?
Thank you! With a form, once you are done you simply "Finish Form". if the form was open it will be converted to a surface. If it was closed it will be converted to a solid. Surfaces can't be printed directly (in slicers i am aware of), but they can be thickened to a solid. You can also create a closed "watertight" volume with surfaces and they will become a solid when stitched together. Solids made from forms can be 3d printed. In fusion you can right click on an individual body in the browser and select "Save as Mesh". You can also go to the Utilities tab and select "3d print". Lastly you can use Fusion as the slicer if you wish. For that you go to the additive mfg workspace.
just got my educational license today, i was trying to follow your demostration and doing the same as you but the option ¨front faces¨ doesnt show in the extrude instrument, did i miss something?
At which point in the video? Around the 3min mark where we are extruding the first form the Front Faces box will determine the number of division that get applied on the vertical walls of the extrude. I just checked and it is still there. It looks as though the Operation drop down is gone from the dialog but Front Faces is still there.
Which bike Vernon? Some are easier than others for sure. I have some motorcycles on my list and I can add to it. I was possibly going to do a series on using the kinect scanner on one of my KTMs and reverse engineer a part.
@@LearnEverythingAboutDesign None in particular, I can do them with basic sketch and extruded faces. It came out looking like a sportster tank on a 70’s Harley. I have been tinkering around making wheels, frames, and forks for my models, then print them to see how they look. It’s a challenge sometimes because of the scale and sometimes the details don’t make it on the print.
@@vernonleeper Well I have on my list to do some detailed models of some of my parts. I have a set of Alpina supermoto rims off my race bike I planned to do a detailed model of. and I have some other parts. I did a rough model of my gpz750 back when i was making body parts for it, just from pictures. I will add some body parts to my list of videos.
Mental how you don't already have a million views. Superb quality tutorials. Please keep it up, it will happen.
Thank you puha666! I would have kept recording modeling the car body but I also feel like at some point it isn't as helpful. I plan to keep adding to the series showing how to tweak and fix little issues that come up. I also have another plan in the works to show the process of making fender flares on a car when you don't have it modeled in Fusion. Hope to start releasing some of those videos next week.
Your explanations are A+ bro. I really appreciate the technical descriptions in this creative context.
Glad you like them! Thanks for watching!
You're awesome bro. The way you explain things step by step is literally amazing. Thanks for educating. Really appreciate that.
So nice of you. Thanks! This is a bit of an older series. The most current car series is the Porsche 911 so be sure to check that one out if this content seems old/out of date.
thanks for watching!
Having a problem learning about car modeling using forms in Fusion 360, thank you for posting!
This series wasn't originally meant to go through the whole process. If you are just starting out i have a ferrari 308 series as well as a porsche 911 that I would point you to.
th-cam.com/play/PLBDfGh8A8kXW2KBn0b7pMsH5q6FLfSYql.html
bro i need it urgent
pls understand@@LearnEverythingAboutDesign
Awesome explained bro..
I love your videos! Thank you for taking the time to make them and help us out. My question is, what is the difference between the Forms and Surface environments? They seem similar, not sure when I would use one or the other.
Forms is "freeform" modeling. Meaning you have a cage that you push/pull and the edges and faces control the tangency of a surface under it. This allows you to create some complex shapes just by manipulating that cage in 3d (box display shows just the cage. the control display Alt+2 will show the cage on the outside and the smooth surface on the inside). When you finish a form, if its open it will be a surface, if its closed it will be a solid. From there you can carry on doing whatever you want with it or go back and make edits to the shape.
Surface tools require you to define the inputs to build your surfaces rather than pushing/pulling them. So if you want a complex shape you need to first start by creating 2d curves and project them into 3d or make 3d curves for the surface boundary and internal shapes. If you use 2d curves and project them into 3d, each profile or guide will be 3 different sketches. So a loft with start/end and 2 guides means you now have 12 2d sketches to control that one shape, or 4 sketches that are 3d.
The benefits to surfacing is that you can make clean cuts in surfaces without worry about changing its shape. you can't really do that in a form. And surfaces are going to be more precise since they are defined by sketch geometry. So forms is great for concept shapes or shapes that don't require a high level of precision. Surfaces are better if you are working with strict dimensions and/or you need to make harder transitions that don't follow the edge flow in a form.
On this channel i have 3 car series with forms, but also a form mastery playlist with 48 videos as well as a surface mastery playlist. This WRX series is a bit old so I would suggest going to something like the Porsche 911 series if you are looking for car modeling.
@@LearnEverythingAboutDesign Matt, thank you so much for this explanation. Currently I'm struggling on where to start my project, I have scanned data of my dashboard (so not very precise) and an object I have made in the solid workspace of Fusion 360 (very precise). My goal is to add the object onto the dashboard, making a housing that I can then print. I seem to need a middle ground somewhere between the forms workspace and the solid workspace so I started looking at surfaces. I watched your video where you made a door speaker pod using forms, that was extremely helpful and the closest I have found to what I am trying to do. I'm going to take a deep dive into your surface mastery videos!
@@kenames8849 Yeah sadly there is no 1 size fits all solution as its very much dependent on your scan/geometry/goals. In some scanning videos, specifically the brake lever series, i show 3 ways to work off scan data. Mesh section sketches can help you make surfaces to fit your dash and might be a good way. i also did this on a dash trim piece for a charger. It was an HVAC control surround piece. th-cam.com/video/4fU3PUs2syM/w-d-xo.htmlsi=GPpqwo9p_W-FVPNZ This in addition to that speaker pod might get you what you need. The dash piece near the 30min mark i show mesh section sketches for the part, but also show forms on the same part so you can kind of see the differences there.
replaying 3:03 over and over again to make me feel better ab myself.
lol
I've been trying to model a flip up head light bezel (trim) for weeks, maybe you can do a demo. It is so difficult because they have multiple angles, depending on how you look at them, different planes, planes at an angle... I hope to be able to achieve after watching your videos.
Or maybe you can do the complete model of the headlight: Headlight housing, bezel, and top cover (since they are all bolt up components).
Headlight bezel trim are on 90s cars with popup headlights. Thanks
Hey Keven. I have had a few pop up headlight cars and still own one, mitsubishi starion. Is your end goal just to animate the lights popping up and down? Depending on the car the mechanisms are a bit different. Something like an FB or FC rx7 vs an FD for example against a c4 90s corvette that flips 180 degrees.
If you have a specific car in mind let me know. I can try to find good pictures of trim. They are generally just thin plastic that fits loosely around the glass bulb. You could do this with the Form tools but a lot of the features would likely be done with parametric sketch and surfacing for things like screw holes etc.
@UCJ5wajSXOZoLk165NXWfu1Q Great car Keven! Yeah i have seen those light conversion before. One thing you might be able to try is some photogramatry. There are some free programs www.3dflow.net/3df-zephyr-free/ and autodesk used to have one called 123d catch, but its not around anymore. You can set your stock bezel on a turntable and take a bunch of pics. 3df zephyr free is limited to 50 pics but that should be enough. Fusion 360 has a mesh workspace and will be able to convert a mesh body into a BREP(solid) for you as a good starting point or at least a good reference. I will dig around for some pics and see what i can do to help out. also feel free to email me support@caducator.com if you have any reference pics of the bezels.
Keven, i drew up the hood/front (quickly) for the MR2 and a pop up that moves up and down. I will try to get a video on the process done in the next few days to give you some tips on how it can be done. I don't have any references for bolt hole locations but I will try to give some tips on how to do that part as well.
Keven, 2 videos are being uploaded now. They ended up being very long..... There is a lot to cover. First video is about 1hr long and talks about some of the basics of assemblies, how to create the references needed for the headlight and a quick look at a surfacing approach and a forms approach. It really is meant to be the tools needed. I ended up making a second video that was about 30min long just modeling the bezel using surfacing only, as that is the way I would approach this part. The videos are processing but you can check out the playlist here when they are live. th-cam.com/play/PLBDfGh8A8kXXq1yl85g7YFqOWWm7hbuJN.html
And your videos are really amazing. Which forms I build Aircraft the problem I have is when I want to print them.
My question is how do I print forms and if I cannot print forms what do I need to change them to to be able to print?
Thank you!
With a form, once you are done you simply "Finish Form". if the form was open it will be converted to a surface. If it was closed it will be converted to a solid. Surfaces can't be printed directly (in slicers i am aware of), but they can be thickened to a solid. You can also create a closed "watertight" volume with surfaces and they will become a solid when stitched together.
Solids made from forms can be 3d printed. In fusion you can right click on an individual body in the browser and select "Save as Mesh". You can also go to the Utilities tab and select "3d print". Lastly you can use Fusion as the slicer if you wish. For that you go to the additive mfg workspace.
thank you much for the info i wi
l try to proceed as u instructed @@LearnEverythingAboutDesign
What if the lines doesn't show up?
Do you mean the cage?
Atl + 1 is box display
Alt + 2 shows the smooth with control cage
Alt + 3 is smooth display
just got my educational license today, i was trying to follow your demostration and doing the same as you but the option ¨front faces¨ doesnt show in the extrude instrument, did i miss something?
At which point in the video? Around the 3min mark where we are extruding the first form the Front Faces box will determine the number of division that get applied on the vertical walls of the extrude. I just checked and it is still there. It looks as though the Operation drop down is gone from the dialog but Front Faces is still there.
Thanks, learned a bunch from this! Add subscribe d
Great! That series got a bit more complicated than I wanted. I am filming another car series now that hopefully will be easier to follow! Stay Tuned.
Gas tank for a motor cycle
Which bike Vernon? Some are easier than others for sure. I have some motorcycles on my list and I can add to it. I was possibly going to do a series on using the kinect scanner on one of my KTMs and reverse engineer a part.
@@LearnEverythingAboutDesign
None in particular, I can do them with basic sketch and extruded faces.
It came out looking like a sportster tank on a 70’s Harley.
I have been tinkering around making wheels, frames, and forks for my models, then print them to see how they look. It’s a challenge sometimes because of the scale and sometimes the details don’t make it on the print.
@@vernonleeper Well I have on my list to do some detailed models of some of my parts. I have a set of Alpina supermoto rims off my race bike I planned to do a detailed model of. and I have some other parts. I did a rough model of my gpz750 back when i was making body parts for it, just from pictures. I will add some body parts to my list of videos.