Great tutorial!!! just stumbled upon on it... it would be really beneficial to take the whole helmet through... especially when it comes to detailed modelling based on a sketch or a photo i see the limits of t-splines. this tutorial is great approach! thanks a lot,- looking forward to see more soon! super valuable;
Glad it was helpful! For something like this I would do the detail work as surfaces and not in the form. Honestly the detail in this video was likely pushing it a bit. changing directions and adding star points to do it makes the form tricky to control. So likely I would do the base shape and then onto surface tools.
Hi, I've learned a lot From your content and want to thank you in the first place. I'm a wood worker and use fusion 360 for my cnc programming. Mostly parametric. I get often jobs to create simple flower patterns like on the top of a mirror frame. Any chance you can make a video on how you would go about that?
I m a 3d artist working in maya and fusion 360. I m really interested in what you are doing in this video and how you would continue to detail the helmet. Fusion is gread and used it mostly for diffrent fire arms but one of our projects needed some modern football helmets. They are even more challenging then this motocross helmet. You sayin its a waste of time to show you aproch to the entire helmet just tell me you are not up for the challange because you know how hard it is. Atlest be honest and stick to car spoilers
um ok ill stick to car spoilers lol. Fusion forms is not a universal solution. The reason its a waste of time is because it would take hours and hours to try and get the level of detail in a form and then it would be very unstable and there would be surface issues once converted. Forms is great for roughing in the shape like this but the harder edge details would be done with traditional tools like surfacing. I literally have hundreds of forms videos on this channel from entire cars, to airplanes, to random consumer products. Forms is great, and the surface tools in Fusion are not up to the same surface quality, but it doesn't mean forms can do it all. A large portion of my videos come from people asking questions like "how would start modeling a helmet". For something like a more complex football helmet like lets say a vicis Zero2, i would rough the shape in with forms, then use surfacing tools to add the detail. Forms don't like to change direction and have star points, but you can do it. When harder edges also change direction creating and retopologizing the layout can be impossible if not wildly unmanageable. I recently did a harder edged consumer product for a client. The starting shape form took 20mins but the detail work with surfacing took 100+ hours. If i could have done it all in the form I would have trust me.
I appreciate the tutorials a lot. But having watched enough of them now, and following along with mixed results, I’m left with an observation and a question. Observation: Fusion is great, but this seems like way too much work to create organic shapes such as a helmet or a Porsche 911. The sculpt environment seems like Autodesk just clunkily bolted on some code they acquired. Question: what’s a better, more intuitive software program to learn to sculpt these kinds of shapes and be able to export them as .STL files? Is it Blender?
Hey Adam, It is tough no doubt. It is possible but takes a lot of care and patience. So the problem is this problem is not unique to Fusion. "Bad topology" is common across any modeling program like this. If its nPower Power Surfacing for Solidworks, Solidworks new 3D experience, Rhino etc etc. There are benefits to using something like Blender if you only are concerned with an STL/mesh output at the end. It can be a bit more forgiving and there are tools to easily remesh something in a pinch. That said Fusions Tsplines gives you a true surface at the end. The problem here is that the software made to do "this" kind of work is very expensive and specialized. Talking $15k/year or more. So we are left with trying to make the tools do what we need. I definitely understand the frustration. Nothing ever goes perfectly smooth when you deal with complex shapes and this form of modeling. Right now I am in the middle of a very long 911 video using forms that I will be releasing soon where i will go into detail on the little things like door gaps. trim etc. I don't know how long the body video is but I feel like its 5+ hrs. not for the faint of heart. I don't plan on doing another car body video after this one :) But I have considered doing the same car in blender to have a true 1:1.....
@@LearnEverythingAboutDesign I had to take a long pause on the Ferrari series. At one point I lost the plot and got frustrated. I also tried Giichi Endo’s modeling technique on his 911 series. I found his method to be strangely simple, but the catch is that he’s already done the model then uses screen caps of box display from four sides as canvases. That’s kind of a cheat for someone trying to learn how to created the right shapes for the underlying topology to begin with. Some drags/tweaks/rotates, etc. of the edges and vertices are just not intuitive. I understand it takes a lot of practice but it’s fairly tedious to watch a follow-along video and have to pause every few moments to replicate what’s on the screen. There’s definitely value in it, though, but in the end this process is part art, part science. The rest is patience and perseverance. I’ll probably have to go back and review some of your earlier videos showing the basics of underlying topology. I was finding that even when I changed the form in box display, smooth display still seemed to have some kind of “memory” of what was there before all the pulling and pinching used to modify a shape. I realized I didn’t have the right understanding of topology to really get a form to behave the way I wanted to.
Totally get it! I feel like i learn something each time I use it..... The next series I have coming out is the 911. I had planned that before I learned about G-endo so I am doing more of an RWB style 911 inspired car. In the videos I show the G endo method and how it compares. I am hoping this series covers everything BUT it will be long. The body alone with be 5+hrs of content.... I am going to send you an email with some ideas.
Have you tried modeling in blender and importing the low poly model to convert to a T-spline? I'm also finding the fusion 360 form tools clunky and poorly featured.
Watched both of these helmet videos, thank you for sharing your knowledge and amazing skills, very useful.
Glad you like them! Happy Modeling!
That video was super valuable! Thanks Matt.
My pleasure!
Great tutorial!!! just stumbled upon on it... it would be really beneficial to take the whole helmet through... especially when it comes to detailed modelling based on a sketch or a photo i see the limits of t-splines. this tutorial is great approach! thanks a lot,- looking forward to see more soon! super valuable;
Glad it was helpful! For something like this I would do the detail work as surfaces and not in the form. Honestly the detail in this video was likely pushing it a bit. changing directions and adding star points to do it makes the form tricky to control. So likely I would do the base shape and then onto surface tools.
Hi, I've learned a lot From your content and want to thank you in the first place. I'm a wood worker and use fusion 360 for my cnc programming. Mostly parametric. I get often jobs to create simple flower patterns like on the top of a mirror frame. Any chance you can make a video on how you would go about that?
Thanks for sharing. When you get requests like this do you get an image or drawing of what the customer wants?
I m a 3d artist working in maya and fusion 360. I m really interested in what you are doing in this video and how you would continue to detail the helmet. Fusion is gread and used it mostly for diffrent fire arms but one of our projects needed some modern football helmets. They are even more challenging then this motocross helmet. You sayin its a waste of time to show you aproch to the entire helmet just tell me you are not up for the challange because you know how hard it is. Atlest be honest and stick to car spoilers
um ok ill stick to car spoilers lol. Fusion forms is not a universal solution. The reason its a waste of time is because it would take hours and hours to try and get the level of detail in a form and then it would be very unstable and there would be surface issues once converted. Forms is great for roughing in the shape like this but the harder edge details would be done with traditional tools like surfacing. I literally have hundreds of forms videos on this channel from entire cars, to airplanes, to random consumer products. Forms is great, and the surface tools in Fusion are not up to the same surface quality, but it doesn't mean forms can do it all. A large portion of my videos come from people asking questions like "how would start modeling a helmet". For something like a more complex football helmet like lets say a vicis Zero2, i would rough the shape in with forms, then use surfacing tools to add the detail. Forms don't like to change direction and have star points, but you can do it. When harder edges also change direction creating and retopologizing the layout can be impossible if not wildly unmanageable. I recently did a harder edged consumer product for a client. The starting shape form took 20mins but the detail work with surfacing took 100+ hours. If i could have done it all in the form I would have trust me.
I appreciate the tutorials a lot. But having watched enough of them now, and following along with mixed results, I’m left with an observation and a question.
Observation: Fusion is great, but this seems like way too much work to create organic shapes such as a helmet or a Porsche 911. The sculpt environment seems like Autodesk just clunkily bolted on some code they acquired.
Question: what’s a better, more intuitive software program to learn to sculpt these kinds of shapes and be able to export them as .STL files? Is it Blender?
Hey Adam, It is tough no doubt. It is possible but takes a lot of care and patience.
So the problem is this problem is not unique to Fusion. "Bad topology" is common across any modeling program like this. If its nPower Power Surfacing for Solidworks, Solidworks new 3D experience, Rhino etc etc.
There are benefits to using something like Blender if you only are concerned with an STL/mesh output at the end. It can be a bit more forgiving and there are tools to easily remesh something in a pinch. That said Fusions Tsplines gives you a true surface at the end.
The problem here is that the software made to do "this" kind of work is very expensive and specialized. Talking $15k/year or more. So we are left with trying to make the tools do what we need. I definitely understand the frustration. Nothing ever goes perfectly smooth when you deal with complex shapes and this form of modeling.
Right now I am in the middle of a very long 911 video using forms that I will be releasing soon where i will go into detail on the little things like door gaps. trim etc. I don't know how long the body video is but I feel like its 5+ hrs. not for the faint of heart. I don't plan on doing another car body video after this one :) But I have considered doing the same car in blender to have a true 1:1.....
@@LearnEverythingAboutDesign I had to take a long pause on the Ferrari series. At one point I lost the plot and got frustrated. I also tried Giichi Endo’s modeling technique on his 911 series. I found his method to be strangely simple, but the catch is that he’s already done the model then uses screen caps of box display from four sides as canvases. That’s kind of a cheat for someone trying to learn how to created the right shapes for the underlying topology to begin with. Some drags/tweaks/rotates, etc. of the edges and vertices are just not intuitive. I understand it takes a lot of practice but it’s fairly tedious to watch a follow-along video and have to pause every few moments to replicate what’s on the screen. There’s definitely value in it, though, but in the end this process is part art, part science. The rest is patience and perseverance.
I’ll probably have to go back and review some of your earlier videos showing the basics of underlying topology. I was finding that even when I changed the form in box display, smooth display still seemed to have some kind of “memory” of what was there before all the pulling and pinching used to modify a shape. I realized I didn’t have the right understanding of topology to really get a form to behave the way I wanted to.
Totally get it! I feel like i learn something each time I use it.....
The next series I have coming out is the 911. I had planned that before I learned about G-endo so I am doing more of an RWB style 911 inspired car. In the videos I show the G endo method and how it compares. I am hoping this series covers everything BUT it will be long. The body alone with be 5+hrs of content....
I am going to send you an email with some ideas.
Have you tried modeling in blender and importing the low poly model to convert to a T-spline? I'm also finding the fusion 360 form tools clunky and poorly featured.