














Examine ways of turning splines into a mesh, how to use Box mode to improve topology, and other commonly used surfacing tools to help with design.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:04
Welcome to your next lesson on digital prototyping where we'll
00:07
explore how you can turn your spines into a mesh.
00:12
How you can use box mode to refine your sculpt
00:16
and commonly used tools to help develop your design.
00:21
First, I want to show you how we can turn our previously created blinds into a 3d T
00:25
blind mesh which will act as the basis of our model
00:31
to create a mesh. Using these blinds
00:33
go to the crate form environment
00:35
and select the lo command from the crate, drop down,
00:42
select the two profiles
00:44
and make sure uniform spacing is selected to give us evenly spaced T
00:47
blind patches,
00:50
curvature spacing would more accurately resemble the shape.
00:53
Although you will have a lot more faces, edges
00:56
and vertices to manage when refining the design.
00:59
As you can see here,
01:01
I'll use uniform spacing and select one face on
01:04
the length and four faces on the width.
01:06
As these will give us a good starting point,
01:10
go into your top V mode just to make sure
01:12
everything lines up and that the spacing looks good,
01:14
then press OK.
01:18
It's worth mentioning here that sketches and teeth blinds are not associative
01:22
meaning you can update one and it won't reflect on the other.
01:27
Now, we want to match our lofted surface to our canvas
01:30
and there are a number of workflows you can adopt to do this.
01:35
In this case,
01:36
I'm gonna show you how to alternate between the
01:37
display mode options to give you better topology.
01:42
You can go into box display mode either by selecting display mode from the drop down
01:47
or by using the shortcut command. Alton one
01:52
to revert to smooth display,
01:53
simply click on the button or press alt and three
01:59
box mode is the underlying control rig beneath the smooth
02:02
shading to get best proportions and best patch layout.
02:05
So if it looks good in box display,
02:07
smooth mode will have better topology.
02:13
Before we refine, I'll first get these edges to zero.
02:16
So we know that they will be completely horizontal.
02:35
I can also see we would benefit from inserting an edge to get a sharper corner.
02:40
I use the insert edge command
02:41
set it to the exact midpoint between your subsequent edge.
02:44
Then refine using the edit form command.
03:09
Next,
03:10
I'm going to line this with a side view of our canvas by again using the edit
03:14
form command to select a mill plate until we have a shape we are happy with.
03:29
Again, we can change between display modes to check the topology of our mesh.
03:43
Now we have our mission in place,
03:45
we can start adding more faces using the face command
03:48
and bridging the two to create a smooth transition,
03:53
I'll create a four sided face the same length as our first set
03:56
of edges on the mesh using the construction plane we created earlier.
04:28
Then I'll move it vertically so it lines with our canvas.
04:37
Now
04:37
I can box select the end edge of our mesh and use the
04:40
edit form command along with alt and drag to create an adjoining phase.
04:45
I'll repeat this until we have the same amount of edges on the corresponding phases
04:49
which will make it easier when you go to bridge the two together later.
04:55
As you can see,
04:56
I am refining this shape again to better align with our canvas by changing the
05:00
view and alternating between display modes until
05:03
we have something we are happy with.
05:08
You can see here how having as few control points as possible benefits us
05:12
when creating our base shape as you have less geometry to worry about.
05:22
In this next step,
05:23
we'll bridge the two measures together.
05:26
I'll select both sides and change the number of faces to one.
05:29
So we are working with less mesh data.
05:32
The great thing about T blinds is we can add
05:34
or crate as necessary as we continue through the process.
05:46
Press OK,
05:47
then go into box display mode again to
05:49
double check the topology and refine as necessary.
06:05
Finally, I want to mirror our body.
06:07
So I only have to worry about working on one side
06:09
knowing that the changes will be reflected on the other automatically.
06:14
First though
06:15
it makes sense to align the vertices with the plane we are going to mirror around.
06:18
So there are no gaps when you perform the command
06:22
to do this, select the flatting command,
06:25
then box select these vertices
06:33
click on the direction drop down,
06:36
set the exit plan
06:38
and the selected vertices will automatically snap to that plane.
06:47
Now, we can use the mirror command
06:52
under the symmetry drop down. You'll find a number of mirror and circular features.
06:57
We're going to select the mirror duplicate feature
06:59
as you want to mirror an existing body,
07:03
simply slit the body,
07:04
the mirror plane
07:06
and the well tolerance
07:08
press. OK. And you'll see the green mirror line.
07:12
Now when I go to edit one half the other updates automatically,
07:19
this is probably a good time to use the
07:20
make uniform command before we end this lesson,
07:24
make uniform as a command that simply relaxes a T
07:27
blind mesh helping to improve the topology
07:30
and is recommended to do so after a significant change in your design.
00:04
Welcome to your next lesson on digital prototyping where we'll
00:07
explore how you can turn your spines into a mesh.
00:12
How you can use box mode to refine your sculpt
00:16
and commonly used tools to help develop your design.
00:21
First, I want to show you how we can turn our previously created blinds into a 3d T
00:25
blind mesh which will act as the basis of our model
00:31
to create a mesh. Using these blinds
00:33
go to the crate form environment
00:35
and select the lo command from the crate, drop down,
00:42
select the two profiles
00:44
and make sure uniform spacing is selected to give us evenly spaced T
00:47
blind patches,
00:50
curvature spacing would more accurately resemble the shape.
00:53
Although you will have a lot more faces, edges
00:56
and vertices to manage when refining the design.
00:59
As you can see here,
01:01
I'll use uniform spacing and select one face on
01:04
the length and four faces on the width.
01:06
As these will give us a good starting point,
01:10
go into your top V mode just to make sure
01:12
everything lines up and that the spacing looks good,
01:14
then press OK.
01:18
It's worth mentioning here that sketches and teeth blinds are not associative
01:22
meaning you can update one and it won't reflect on the other.
01:27
Now, we want to match our lofted surface to our canvas
01:30
and there are a number of workflows you can adopt to do this.
01:35
In this case,
01:36
I'm gonna show you how to alternate between the
01:37
display mode options to give you better topology.
01:42
You can go into box display mode either by selecting display mode from the drop down
01:47
or by using the shortcut command. Alton one
01:52
to revert to smooth display,
01:53
simply click on the button or press alt and three
01:59
box mode is the underlying control rig beneath the smooth
02:02
shading to get best proportions and best patch layout.
02:05
So if it looks good in box display,
02:07
smooth mode will have better topology.
02:13
Before we refine, I'll first get these edges to zero.
02:16
So we know that they will be completely horizontal.
02:35
I can also see we would benefit from inserting an edge to get a sharper corner.
02:40
I use the insert edge command
02:41
set it to the exact midpoint between your subsequent edge.
02:44
Then refine using the edit form command.
03:09
Next,
03:10
I'm going to line this with a side view of our canvas by again using the edit
03:14
form command to select a mill plate until we have a shape we are happy with.
03:29
Again, we can change between display modes to check the topology of our mesh.
03:43
Now we have our mission in place,
03:45
we can start adding more faces using the face command
03:48
and bridging the two to create a smooth transition,
03:53
I'll create a four sided face the same length as our first set
03:56
of edges on the mesh using the construction plane we created earlier.
04:28
Then I'll move it vertically so it lines with our canvas.
04:37
Now
04:37
I can box select the end edge of our mesh and use the
04:40
edit form command along with alt and drag to create an adjoining phase.
04:45
I'll repeat this until we have the same amount of edges on the corresponding phases
04:49
which will make it easier when you go to bridge the two together later.
04:55
As you can see,
04:56
I am refining this shape again to better align with our canvas by changing the
05:00
view and alternating between display modes until
05:03
we have something we are happy with.
05:08
You can see here how having as few control points as possible benefits us
05:12
when creating our base shape as you have less geometry to worry about.
05:22
In this next step,
05:23
we'll bridge the two measures together.
05:26
I'll select both sides and change the number of faces to one.
05:29
So we are working with less mesh data.
05:32
The great thing about T blinds is we can add
05:34
or crate as necessary as we continue through the process.
05:46
Press OK,
05:47
then go into box display mode again to
05:49
double check the topology and refine as necessary.
06:05
Finally, I want to mirror our body.
06:07
So I only have to worry about working on one side
06:09
knowing that the changes will be reflected on the other automatically.
06:14
First though
06:15
it makes sense to align the vertices with the plane we are going to mirror around.
06:18
So there are no gaps when you perform the command
06:22
to do this, select the flatting command,
06:25
then box select these vertices
06:33
click on the direction drop down,
06:36
set the exit plan
06:38
and the selected vertices will automatically snap to that plane.
06:47
Now, we can use the mirror command
06:52
under the symmetry drop down. You'll find a number of mirror and circular features.
06:57
We're going to select the mirror duplicate feature
06:59
as you want to mirror an existing body,
07:03
simply slit the body,
07:04
the mirror plane
07:06
and the well tolerance
07:08
press. OK. And you'll see the green mirror line.
07:12
Now when I go to edit one half the other updates automatically,
07:19
this is probably a good time to use the
07:20
make uniform command before we end this lesson,
07:24
make uniform as a command that simply relaxes a T
07:27
blind mesh helping to improve the topology
07:30
and is recommended to do so after a significant change in your design.