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Full Version: Ship hull tutorials

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From: Frenchy Pilou (PILOU)
9 Jun 2020   [#87] In reply to [#86]
Funny! Never used even don't remember that is existing! :)

Maybe because i don't use millimeter as unities
Seems all is enabled!


From: corchet
9 Jun 2020   [#88] In reply to [#86]





gaps and a huge amount of points on curves ... don' t forget to rebuild

the central part have issues ... lonely faces .... better to contruct this as an extrusion + boolean hole

and 2 half hulls ... union give the baby solid

i add a round piece ... à l'avant qui fend les flots ;) ( 3dm joined )

ps i can't reproduce the exact shape of your hull ... cause you post the result of the network and not the curves needed to built it ;)
From: Gord (NEOMEGA)
9 Jun 2020   [#89] In reply to [#83]
That's awesome Michael! I have now added the raised plate that covers the join as it looks like it grew there! Many thanks!

G
From: Michael Gibson
9 Jun 2020   [#90] In reply to [#89]
Hi Gord, so is that going to work ok for you? Are there other problems to fix still?

So I think one problematic thing in your original one is the alignment between these pieces here:



The one on the left looks like it's trimmed off from a horizontal line:



Then the one on the right is the natural end of a Network surface:



The problem is that even if this edge:



And this edge:



Are both on the same plane that isn't going to be enough for them to get glued together well. The edge on the left coming from a trim that is interior to the surface while the one on the right coming from a curve used in Network is not going to guarantee that the shapes are going to be close enough together.

It's good for these juncture areas to be formed either by being constructed off of the same end curves, or by being intersected with each other. One coming from a trim and the other from a separate curve is not going to be good.

So if you then build separate block chunks out of these things and then try to boolean them together it's going to be something similar to this (shown exaggerated here):


And if they are pretty close to the same shape but not close enough to actually merge together, those little "shelf" pieces above are going to be really skinny slivery things which you don't want to have.

That's one of the ways things can actually get worse when things are really pretty close to matching up but just not quite enough.

The other possibility to get things like this glued together that are not quite aligned is instead of making 2 blocks right up next to each other you could leave some empty space between them and put in a transition surface like a Loft or blend between them.

- Michael

Image Attachments:
gord_join1.jpg  gord_join2.jpg  gord_join3.jpg  gord_join4.jpg  gord_join5.jpg  gord_join6.jpg 


From: Gord (NEOMEGA)
10 Jun 2020   [#91] In reply to [#90]
That looks good now! I need to find how to get surface aligned manually. So you can't join solids and surfaces, but I still don't know why it gets out of square after I draw it on perp. lines.

Thanks, I'm sure I'll come across some other issues when my skills run out again!

G
From: Gord (NEOMEGA)
10 Jun 2020   [#92] In reply to [#90]
If I wanted to add a plate effect, where the thing is covered with plates but some standing slightly proud. How could that be done?

G
From: Frenchy Pilou (PILOU)
10 Jun 2020   [#93] In reply to [#92]
Depending if you really want the physical material effect or just at the rendering ?


Only material


or simulated by textures

From: Michael Gibson
10 Jun 2020   [#94] In reply to [#92]
Hi Gord,

re:
> If I wanted to add a plate effect, where the thing is covered with plates but some
> standing slightly proud. How could that be done?

Do you maybe have an image showing something similar to give a better idea of what you want?

- Michael
From: Gord (NEOMEGA)
10 Jun 2020   [#95] In reply to [#94]
This sort of thing?

Image Attachments:
Screenshot 2020-06-10 at 23.06.11.png 


From: Michael Gibson
10 Jun 2020   [#96] In reply to [#95]
Hi Gord, something like that would usually be applied as some kind of texture map in a rendering program rather than directly modeled.

What are you planning on doing with this model, did you say something about 3D printing it?

- Michael
From: Michael Gibson
10 Jun 2020   [#97] In reply to [#95]
Hi Gord, one way you can try for plating is modeling some flat plate objects and then map them onto your surfaces using Transform > Deform > Flow.
http://moi3d.com/3.0/docs/moi_command_reference8.htm#flow



But if your Network surface has any areas where curves squished together it will also squish the plating there as well with this method.

Also there are some other programs like 3D Coat that are focused on applying bumpy details onto an object by painting directly on it, that can be a good way to add detailing like this too.

- Michael

Attachments:
puffer_flow_3dm.zip

Image Attachments:
gord_plating.jpg 


From: corchet
10 Jun 2020   [#98] In reply to [#95]














draw a grid ( straight lines or curves ) trim the unnecessary segments
place the grid ( or the grids ) in a front view ( the segments of the grid are trimmed ... separate )
save the file ( sometimes it's buggy )
project on the boat ... depending of the complexity it may crash
trim the result ( projected grid + boat )
now you have separate plates ( flat ) select them and apply a thin shell
and a little chamfer
copy the plates ( in whole or part ) you can easily add rivets or aging the surface with scratches etc ...
From: corchet
10 Jun 2020   [#99] In reply to [#98]
3dm joined
From: Gord (NEOMEGA)
10 Jun 2020   [#100] In reply to [#98]
Cool! It is to be 3d printed, so texturing programs are not going to work. Got to be 'physical'!

I'll try that flow thing. It's like it needs a thin .15mm skin and then I can chop out panels for an overlap effect maybe. Then it needs the dreaded boolean solid again!

If I want raised profiled rails running along a couple of parts of the hull, would sweep be the way? Would they be solid at able to boolean to the hull?

G
From: Frenchy Pilou (PILOU)
10 Jun 2020   [#101] In reply to [#100]
Anything to be 3D printed must be "waterproof" so a solid inside Moi...
You can't print 3D a simple rectangle surface without thickness!

So you have 2 solutions for make a hole,a bump...
drawing directly inside your waving surface thichnessed
or make a boolean operation to your volume with another volume or a surface
From: Michael Gibson
10 Jun 2020   [#102] In reply to [#100]
Hi Gord,

re:
> Cool! It is to be 3d printed, so texturing programs are not going to work. Got to be 'physical'!

The 3D Coat detailing method is still a possibility because it is able to push around mesh vertices and generate an STL file out.


> If I want raised profiled rails running along a couple of parts of the hull, would sweep be the
> way? Would they be solid at able to boolean to the hull?

Yup, that should be possible. But one thing to watch out for is when you make the sweep make the sweep push halfway through or at least a little ways through the hull. Don't make something that has a flat edge that just barely skims right along the same surface area of the hull because such things can be difficult to intersect with booleans.

- Michael
From: Frenchy Pilou (PILOU)
10 Jun 2020   [#103]
;) Use Boolean Union and not Join with Volume(s) + Surface (s) for have a solid!
Will be the same if surface is more inside the volume !!! (so with a big intersection)
Join don't work with different nature of objects!

From: Michael Gibson
10 Jun 2020   [#104] In reply to [#91]
Hi Gord, so I was thinking of how to explain this... One of the reasons why you're having problems with the ship hull is that you're sticking too much to the "solids and booleans" type modeling method when working on the hull.

When you're working on something like that it's better to work for a while in something like a "skinning" type mode where you want to focus on getting surfaces that touch each other accurately at their end edges. The way to ensure that is to either have 2 adjacent surfaces either constructed from common curves or have them extend through each other and cut each other with the Trim command, then the intersection will be accurate enough to join.

When you're in "skinning mode" you don't want to use booleans. Booleans are good when you're working with solids. But one of the things about booleans is that they are expecting objects to cut each other and for some material to be removed. If the pieces have freeform surfaces that come close to meeting but don't quite align precisely enough then you can end up with little slivery pieces being generated from the intersection. That's what I was trying to show in this previous message: http://moi3d.com/forum/index.php?webtag=MOI&msg=9819.90

So to avoid that when you're in "skinning mode" you don't want to use booleans, you instead use Edit > Join to glue surfaces together. Unlike the booleans the Join command does not try to do any surface/surface intersections and does not try to remove any material, it's only job is to glue edges together to make a larger skin. When you have formed all the pieces and glued all edges up then you'll have a solid and you can then switch back to boolean operations then.

Basically you want to be using a different area of the toolset when you're working on the hull, using the surface modeling tools Trim, Join and Blend and not booleans right then. It's a more advanced aspect of NURBS modeling and has a longer learning curve. Also models that are going to need a lot of this type of work can potentially be easier to do with subdivision surfaces rather than with NURBS.

- Michael
From: Gord (NEOMEGA)
10 Jun 2020   [#105] In reply to [#102]
Wow! What can possibly go wrong there when I try it as a texture!

Thinking on though, I think just plate lines 'scribed' into the surface would be better to avoid an overscale look. Is this possible. Do I use curve to project them on? I realise I'd need to make solid lines and use boolean to cut them into the surface somehow?

G
From: Gord (NEOMEGA)
10 Jun 2020   [#106] In reply to [#104]
Thanks. It's because I come from a modelmaking background so will be trying to do things as I would in the real world! I'll give that a go.

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