I appreciate that! The channel has grown to 30k in about 2 years time. This year I am going to expand a bit and bring on an editor to handle the videos, thumbnails and titles so fingers crossed :) Thanks for watching and commenting!
Your communication is amazing my dude. I have scanned data of my fenders and am following this series step by step. The detail you provide while just working through a new challenge is worth so much.
This is exactly what I was looking for. I've been trying to figure out how to design interior panels and center consoles on my scan data and then cut them with the cnc. This gives me a great guideline to follow. If you could keep doing videos with this type of design work, you will be the only one on youtube. Great to have found you.
@@LearnEverythingAboutDesign Thank you. yes Foam, Plastics, MDF etc. my biggest issue is wrapping my head around getting my design match the contour of the scan. I could send you a few examples if you are interested to make videos on that. I know of a few of car audio/upholsterer that are looking for this information.
sure, email me at support@caducator.com and let me know if you mind sharing the scans with the video or if you want me to keep them private (record but not share the dataset). and if you have any pictures or ideas of what you are trying to model.
@@LearnEverythingAboutDesign Thank you so much. I don't mind sharing, I can scan different parts and send them to you. inside, outside. I will make a few this week.
@@gottfriedupholstery Just wanted to send you a note as I just covered this yesterday. Someone sent me a scan of a center console. If you still need help don't forget to reach out.
I'm just getting into Blender 3d but I watched this whole tutorial simply for the wealth of information. So many answers to the "why" when you ar designing in 3D. Thank you so much for this, cant wait to post my first works! I guess I have to do the obligatory donut first though
Do you have any advice on how to model a more classic wheel arch, where it isn't a circle. I'm currently modelling the wheel arch of a Reliant Supervan III from 1972 as an example. The shape isn't necessarily an issue, but I'm curious as how you would make the sort of lip/crease which it has going around the wheel arch.
I have a few videos of more classic shaped fenders. you could look at the 911 or ferrari 308 series. THe lip on my narrow body starion has similar features and we modeled it before making a widebody. ua-cam.com/video/u293vthATMs/v-deo.html I also have a few videos on modeling an old datsun fender that again has sort of a fading lip that might help. ua-cam.com/video/dnRh4aYvdpU/v-deo.html
Sadly this one is a no. The user that shared it with me did not want it shared publicly. I think he paid to scan it maybe. The same results could be achieved on your own with any number of scanners. I have several videos on the process.
Hi, At 4:51, you start selecting the edges by dragging your mouse, however when I do this, it only selects the nearest vertex, of course then i can only move one part of the form... How do i get it to select the edge instead? At the moment, i need to turn the design slightly, then select the edge, then recenter the view and then work... is there a setting I need to turn on?
When you drag bottom right to top left it "should" select edges and faces it crosses. If you go from top left to bottom right it will only select things that are completely encased in the selection box. You can also expand the select menu from the tool bar and adjust your selection filters. Note that your selection filters/priority does change when you use Edit Form, vs just being without any tool active. So if you change it before edit form you will need to check it again.
@@LearnEverythingAboutDesign That was really helpful thank you, I didnt realise there was a difference in the way you click and dragged. I checked my selections , made sure "Select Through" under Selection Filters was applied and it started working! Thanks so much!
@@jameswhitaker1199 No problem, glad it worked! The top left to bottom right is nice when you want to select edges that are normal to how you are viewing, I use that all the time. The bottom right to top left is nice to delete faces that you cant see based on your view. Even to this day I still will drag one way, realize its wrong and go the other way ;)
Which part of the process? Everything from Scanning to design? Or something along the way? The process is not cheap. I do this work for some clients and you can email me support@caducator.com if you want to chat about it but fair warning it can get expensive :)
I don't think it's the best approach. You should start by making very rough shape of flared body without any wheel arch cut out, shape it how you want it to be and only when cut out the wheel arch or other details. Currently you limit yourself of clean modeling because the wheel arch is defining your edge flow. In other words get your main shape as a block and then cut/sculpt out of it to refine. Just look at your model right now, it's really bad to be fair.
I don't know if "its really bad to be fair' is fair ;) I've done loads of different videos on this subject using different methods. With harder edges I 100% agree that building it without the arch is the best option as seen in this video ua-cam.com/video/y-ZCL08wa2k/v-deo.html It brings up different challenges. Doing the arch and fender as 2 separate forms and blending with surfaces is also another valid method depending on geometry.
@@LearnEverythingAboutDesign you are right, most of the time it is some sort of the hybrid approach that works the best. 👍🏻 I just developed this ocd over the edge flow and uniformity and anything what is looking funky just fires my brain 😂 That's even more important if you would be modeling in polys and I think that there I developed this habit. I get my prototype shape fast and boxy, usually out of multiple separate parts and then I start a new one based on the prototype.
@@povilaslondon I have found with designs I do while not recording I generally stay in box display so I don't worry about what is happening until its closer to done :) Kind of like hiding a subDiv modifier. The 'T points" in theory are a great thing but in practice produce more problems in most cases. This fender flare series was one of my older ones on the channel. in the most recent one we do the fender both ways and show how you run into issues with this method and how the arch being its own body for awhile is often easier to control edgeflow.
:) Its a very similar workflow to say Blender, or Maya, but you get a true BREP solid or NURBS surface vs a mesh export from those programs. It is a bit trickier to do but if you are going to say CNC machine a part out of this for a mold then its a better option.
maybe so but blender can't export a true nurbs surface as say a step file. This would be required for anything outside of just 3d printing. If you were to CNC a mold for example, or wanted to perform FEA or CFD, you would need a surface/solid model not a mesh/poly based model. Fusion allows you to model in a similar fashion (it is more picky), but the output of that is a solid or surface body and not a faceted conversion of a mesh out of blender.
Not sure why you don't have more followers, this was an insanely helpful tutorial! Thanks from one Matt to another!
Yeah. I been watching this channel a while. Seen this one few times
Very helpful information
I appreciate that! The channel has grown to 30k in about 2 years time. This year I am going to expand a bit and bring on an editor to handle the videos, thumbnails and titles so fingers crossed :)
Thanks for watching and commenting!
Thanks Matt for showing me Matt!
Your communication is amazing my dude. I have scanned data of my fenders and am following this series step by step. The detail you provide while just working through a new challenge is worth so much.
Great to hear! Thanks. Are you doing an MR2 as well? I do have another series that goes a bit deeper where i scan and design.
This is exactly what I was looking for. I've been trying to figure out how to design interior panels and center consoles on my scan data and then cut them with the cnc. This gives me a great guideline to follow. If you could keep doing videos with this type of design work, you will be the only one on youtube. Great to have found you.
Very cool Waldemar! Are you planning on CNC Foam for the shape? Ask any questions you might have.
@@LearnEverythingAboutDesign Thank you. yes Foam, Plastics, MDF etc. my biggest issue is wrapping my head around getting my design match the contour of the scan. I could send you a few examples if you are interested to make videos on that. I know of a few of car audio/upholsterer that are looking for this information.
sure, email me at support@caducator.com and let me know if you mind sharing the scans with the video or if you want me to keep them private (record but not share the dataset). and if you have any pictures or ideas of what you are trying to model.
@@LearnEverythingAboutDesign Thank you so much. I don't mind sharing, I can scan different parts and send them to you. inside, outside. I will make a few this week.
@@gottfriedupholstery Just wanted to send you a note as I just covered this yesterday. Someone sent me a scan of a center console. If you still need help don't forget to reach out.
Man! You are the best! Don't give up!
Give up! ha. never I would have kept going but 50min is a lot to sit through. Tomorrow!
I'm just getting into Blender 3d but I watched this whole tutorial simply for the wealth of information. So many answers to the "why" when you ar designing in 3D. Thank you so much for this, cant wait to post my first works! I guess I have to do the obligatory donut first though
Glad it was helpful! Donut implies RWD so yes, required lol :)
Exactly what I was looking for
How do you toggle from smooth form to box form?
ATL+1 is box display and ALT+3 is smooth display. on windows. I think thats Option on a mac?
Do you have any advice on how to model a more classic wheel arch, where it isn't a circle. I'm currently modelling the wheel arch of a Reliant Supervan III from 1972 as an example.
The shape isn't necessarily an issue, but I'm curious as how you would make the sort of lip/crease which it has going around the wheel arch.
I have a few videos of more classic shaped fenders. you could look at the 911 or ferrari 308 series. THe lip on my narrow body starion has similar features and we modeled it before making a widebody.
ua-cam.com/video/u293vthATMs/v-deo.html
I also have a few videos on modeling an old datsun fender that again has sort of a fading lip that might help.
ua-cam.com/video/dnRh4aYvdpU/v-deo.html
Is there any way to get the 3d file for that car? I have searched everywhere online and could not find one...
Sadly this one is a no. The user that shared it with me did not want it shared publicly. I think he paid to scan it maybe. The same results could be achieved on your own with any number of scanners. I have several videos on the process.
Hi, At 4:51, you start selecting the edges by dragging your mouse, however when I do this, it only selects the nearest vertex, of course then i can only move one part of the form...
How do i get it to select the edge instead?
At the moment, i need to turn the design slightly, then select the edge, then recenter the view and then work... is there a setting I need to turn on?
When you drag bottom right to top left it "should" select edges and faces it crosses. If you go from top left to bottom right it will only select things that are completely encased in the selection box.
You can also expand the select menu from the tool bar and adjust your selection filters. Note that your selection filters/priority does change when you use Edit Form, vs just being without any tool active. So if you change it before edit form you will need to check it again.
@@LearnEverythingAboutDesign That was really helpful thank you, I didnt realise there was a difference in the way you click and dragged.
I checked my selections , made sure "Select Through" under Selection Filters was applied and it started working!
Thanks so much!
@@jameswhitaker1199 No problem, glad it worked! The top left to bottom right is nice when you want to select edges that are normal to how you are viewing, I use that all the time. The bottom right to top left is nice to delete faces that you cant see based on your view. Even to this day I still will drag one way, realize its wrong and go the other way ;)
i made the mistake of working in smooth mode and everything is impossible to get smooth :( sad day
It can be fixed! you might need to delete some edges but going back to the box display and working on transitions can be done. stick with it!
Hi do you know anyone who can do this as a service
Which part of the process? Everything from Scanning to design? Or something along the way? The process is not cheap. I do this work for some clients and you can email me support@caducator.com if you want to chat about it but fair warning it can get expensive :)
@@LearnEverythingAboutDesign thanks for quick response where can I find your email address and I’ll discuss further details
@@BrownCrayon-gp3bk my last comment :) support@caducator.com
@@LearnEverythingAboutDesign thanks I’ve emailed you
Do you have a email
Or what’s the best way to send you a scan
support@caducator.com
@@LearnEverythingAboutDesign
Awesome, I have some question
Concerning the best possible scan I can send
@@steeltree-fabricatingandcu3796 Just send me an email support@caducator.com and ill try to answer what i can.
I’ve tried email it won’t send postmaster not delivered
@@steeltree-fabricatingandcu3796 that is strange. i get emails all the time from YT there. you can try fusion360@caducator.com
I don't think it's the best approach. You should start by making very rough shape of flared body without any wheel arch cut out, shape it how you want it to be and only when cut out the wheel arch or other details. Currently you limit yourself of clean modeling because the wheel arch is defining your edge flow. In other words get your main shape as a block and then cut/sculpt out of it to refine. Just look at your model right now, it's really bad to be fair.
I don't know if "its really bad to be fair' is fair ;) I've done loads of different videos on this subject using different methods. With harder edges I 100% agree that building it without the arch is the best option as seen in this video ua-cam.com/video/y-ZCL08wa2k/v-deo.html
It brings up different challenges. Doing the arch and fender as 2 separate forms and blending with surfaces is also another valid method depending on geometry.
@@LearnEverythingAboutDesign you are right, most of the time it is some sort of the hybrid approach that works the best. 👍🏻 I just developed this ocd over the edge flow and uniformity and anything what is looking funky just fires my brain 😂 That's even more important if you would be modeling in polys and I think that there I developed this habit. I get my prototype shape fast and boxy, usually out of multiple separate parts and then I start a new one based on the prototype.
@@povilaslondon I have found with designs I do while not recording I generally stay in box display so I don't worry about what is happening until its closer to done :) Kind of like hiding a subDiv modifier. The 'T points" in theory are a great thing but in practice produce more problems in most cases. This fender flare series was one of my older ones on the channel. in the most recent one we do the fender both ways and show how you run into issues with this method and how the arch being its own body for awhile is often easier to control edgeflow.
oh my gosh, polygonal modelling looks so painful and unnatural in Fusion 360
:) Its a very similar workflow to say Blender, or Maya, but you get a true BREP solid or NURBS surface vs a mesh export from those programs. It is a bit trickier to do but if you are going to say CNC machine a part out of this for a mold then its a better option.
looks more like an mrs
Depends on where you are. It was the MR2 spyder in the US. MRS in Japan I believe. Same car essentially.
Sorry guys but is all just pain in the ass... In blender with plugin or more better with Maya retopology
maybe so but blender can't export a true nurbs surface as say a step file. This would be required for anything outside of just 3d printing. If you were to CNC a mold for example, or wanted to perform FEA or CFD, you would need a surface/solid model not a mesh/poly based model. Fusion allows you to model in a similar fashion (it is more picky), but the output of that is a solid or surface body and not a faceted conversion of a mesh out of blender.