I've been wanting to get into Fusion 360 for a while and love the design of the PL-14/PL-15.
I'm completely new to Fusion 360 so there are a lot of things that are wrong at the moment because I'm not sure what process or order of operations to do to achieve what I want. Order of operations seems really important in Fusion.
This is it so far:
Ref:
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Finding a couple of forms difficult to create in fusion, for example:
Currently I am also learning it, but I am more or less a nooby Do you have some tips for me?
How do you get your lowpolys?
Did you fillet every edge in fusion for a good normal map bake, or you just fillet big edges and the rest in zbrush?
I dont know from where I maybe get this "best practices" if there are already some. Currently I am mostly testing be my own
@MaxHoek I really like the modelling workflow buuut I have to say, speed wise I'm not sure if its going to fit into my professional work. The main reason for that is that you basically have to completely remodel it for the low poly.
I didn't fillet every edge because i was sending it through zbrush anyway, (so, similar to the boolean dynamesh technique) I left the edges which i wanted to be the smallest unfilleted. If that makes sense.
The main thing to me about fusion is that you need to think about your order of operations so if you cant get an operation to work try it earlier or later in the timeline
That would be awesome to see! I know what you are talking about, I think its a matter of when you do which operation. Its kind of an optimization process which needs to find out over time. And yes remodeling is something to keep in mind, timewise. But studios like Bungie also remodel most of there weapons completly.
They do every boolean, linework or other things that could be better and quicker (currently in my point of view) in Fusion, still with ZBrush
https://youtu.be/08crkU999Fs
Anyway, I think i'm going to try and put together a break down of the high poly modelling for the PL-14 tomorrow night instead of working on the low poly haha
Firstly I started modelling a 9mm Parabellum by creating a sketch and drawing a 9.96mm circle at the origin and extruding it out the 19.15mm. I created a sketch on the side plane which was the shape of the indent and used revolve around the axis to cut that shape into it. The chamfer tool allows you to do a chamfer based on two different distances so for the taper of the casing i used this to get it right. Then created a sketch on the front end of the casing made a circle of the right size and extruded inwards. From there I made a sketch on the side plane using splines i created roughly the right shape for the bullet itself and then used revolve again, this time choosing "New Body" in the options.
Now I had the Bullet I could make the barrel, simply put its just more sketches and extrudes. I try to think in the way it would actually be created so pretty much all of my operations are subtractive, only using additive if i go wrong somewhere.
The Slide was much more complex obviously so I imported the bullet and the barrel into the slide scene as components (uneditable reference of a different file within the scene) I tried to keep all my components in different scenes and use the component system (not sure if thats worth it because you need to "get latest" when ever you change something move between them). I added a canvas (ref image) and then gave my self a cuboid of material to start machining. all of the early operations were simply sketches and cut-extrudes with the exceptiion of the rear angle which i created with a chamfer operation.
For the frame it was very similar, create a blank of the rough shape and start machining.
The main thing I had a problem with on this was the area around the mag release, there is quite a cool shape in the PL-14 but i couldn't work out how to re-create it in fusion, this is a gif of the order of operations to achieve what I think is kinda close enough (but still really bugs me).
These are some of the other operations I used, They're pretty self explanatory but let me know if you want any more detail.
Combine- Cut (Boolean):
Create sketch, extrude to new body, combine with cut option selected.
Loft Splines to form:
Create two or more sketch lines and in the "Form" mode you can loft between the sketch lines to create a form which you can then use to split the body.
Loft Splines to cut:
Simply make a sketch, use the move/copy command to copy the sketch and place it where you want the end point to be and loft between them with the cut option selected.
All in all the processes are quite intuitive I think but they're different to pulling vertices around endlessly. I'm really enjoying it
Worked on some FPS Animations for the PL-14 rendered in Marmoset 3, waiting on some fixes before I can put this marmoset viewer animation up and going to start working on some static renders