Motorcycle Model Overview In Fusion 360
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- Опубликовано: 22 авг 2024
- Read if bored:
This is just a quick model overview. I tried to add some little tips throughout the video so that it's not completely useless, but I make no guarantees.
So here's the story... I wanted to model something "complicated" but not difficult or boring, this way I could make a tips & tricks video with practical(ish) examples... That never happened. Instead, the tips and tricks stuff became the "dirty tricks and bad habits" series that I'm working on (more soon) and this mediocrecycle was just taking up disk space. So I went through the model timeline and mumbled through a narration in hopes that there is something valuable for somebody somewhere.
The model was intended only as a high-poly-model for rendering, making something for manufacturing is an entirely different approach than what's in this video.
Speaking of rendering... most of the renders in this video were made with Octane (the standalone version... this many parts was a nightmare) and you might notice some weird stuff going on with the rear part of the chassis... this is because the "old version" of the chassis is still in the scene, it was given a transparent material and since it overlapped with the new version, it caused some artifacts. This could be fixed by re-exporting, but that would have taken ages. The other two renders demoing the "old" and "new" chassis versions were done in Fusion 360.
Here's some more text just to make this description even longer.
It's awesome, we're talking about pouring out ideas with a will and hard work in an app. What you do inspires so many people. Thanks for the enlightenment.👏👏👍
Please come back to making videos, you make the best ones out there
Love your work! Please do some some more tutorials on surface modeling and sculpting. You make this stuff look so easy. I am currently struggling to model a small broken section of a motorcycle front fairing with the intent of 3D printing the part and ABS cement scabbing it to the main fairing. It has been very difficult to get the correct fit and curvature. Your skill level is amazing, you most likely did that front fairing in 10 minutes. It seems all the tutorials on youtube with regard to this type of modeling are very basic as I can usually follow/create those. Real world application is a whole different game. Curious if you do this for a living and if you went through an extensive training program to learn these techniques. As a hobbyist I'm about ready to give up on this type of modeling. I'm good and have no problem doing solid modeling of basic mechanical parts and that's why this surface/t-spline stuff has been so frustrating for me. Thanks for sharing what you have so far, some of the best on RUclips!
I hope you get back to making more videos as most fusion 360 tutorials are terrible and I could barely sit thru them. But yours are great, to the point, and humorous
"This is a mediocre model overview."
DUDE LMAO i identify with that intro lmao. HAHAHA you made my day with only the first 2 secs of this vid hahahahaha.
Nice video! Nice humor and damn, nice design tho. I liked it, i love your approach in this practice.
Bro WTF this is too much! I come from poly modeling in blender and i'm amazed how things work in fusion, but you're in another level
I would love to hear more of your thoughts regarding surfacing and the t-spline environment. It is clear that the intend it to be a nurbs approach to sub-d modeling but it falls apart with star intersections that often result with extrusions that form the basis of a lot of sub-d modeling. The surfaces tend to get too heavy to preform more "traditional solid works style" parametric surfacing operations to (like trimming and patching for washouts). Maybe the answer is terminating into Ts rather than 5 way intersections, I haven't had the time to look into it.
I agree with what you say here for the most part. T-splines is not a replacement for surface modeling (or poly/sub-d modeling for that matter) for exactly the reasons you state. Also, yes, t-points are a good way of stepping to a different mesh resolution with clean resulting geometry (the lower fairing uses this), but it often breaks in cases where you need to change the direction of edge flow. So it isn't a magical tool, one that can replace all the tedious surface modeling tasks... However, I still find it to be one of the more valuable tools for my work (not just stuff like this bike, but real work as well). I see it more as a concept development tool where the surface quality isn't as critical because the end results are renders and 3d prints... the surfacing of the production models I still do in solidworks.
There are other tools out there that offer similar approaches to modeling (swid and powersurfacing for solidworks, creo/isdx, catia/ima, etc.) and I would be curious to see how they treat similar topology to the stuff that causes issues in Fusion... Unfortunately they are prohibitively expensive, so not sure when I'll get a chance to try them.
Love these videos. Keep making more!
for combining cylinders thanks !!! awesome tip
Any chance you'll be making more content? Was getting excited about fusion surface tips until I noticed this is a year old! Dang. Hope you get back into it, you're a good tuber duder
Thanks, yeah, I've got a couple that I've been working on... One is about half(ish) done, hopefully up sometime this summer.
Thank you for sharing this informative video! 🦍🖐🏻 I hope you are well!
Really great!
Awesome work!
Very entertaining and aducational video, thanks ...really
Yes, the space edit was worth it.
Well done! Really nice model completely done in Fusion.
I really like your channel.
Looks awesome!
I wish u made that 200 year long tut!
Nice! Just curios, what computer did you use to make this?
@name notimportant Thank you for the professional quality. I want to know.. Are Alias lofts and blends really superior to Fusion 360 lofts ? Could I achieve class A quality using Fusion 360's surface/patch workspace ?
its awesome
Pretty legit man.
Sir you are great
super cool, please make more vidos :)
Amazing
High klass work ! Thanks !...
Not the most beautiful motorcycle and nor the most accurate (look for rear suspension systems on race bikes) but I like your channel a lot, keep it up and just upload everything you have!
awesome !!) Thank you!)
top shelf
do you have detail tutorial? where can i buy it? help
When he says t splines does he mean like a sculpt plane? or a patch environment extrude from lines?
All the t-spline bodies in this model started with a single face (or 1x1 plane) in the sculpt environment, then constructed by alt-dragging edges. Hope that answers your question.
Where i find a full tutorial?
only you know
I watched all videos on other RUclips channel but you evary video is so so so helpful I like your all video and your chennel and your chennel name is not important I like that
Nice video ! can you share the fusion360 file to look at your sequence ?
Just make some udemy tuts, I'm pretty sure people will grab on them.
name notimportant Hi can you help me design my project model of electric motorcycle. I can pay for your service
can u give me that model......
I'd like to see more mediocrity coming out of this world
Damn - that's perfect ballance between Official Fusion360 tutorials and ruclips.net/video/xuCn8ux2gbs/видео.html :D very impressive. Do You have any online gallery of Your models?