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How Should I Model the Front of my Hyper Car
I am trying to model a hyper car similar to an Aston Martin Valkyrie or an RB 17. I have been able to model most of the car however I cannot model the front. Below is a screenshot of the car. I have highlighted the faces I am trying to attach and the curves I hope to use to attach them. If I add a bunch of curves and sketches, I can make a part that fits in the area. However, when I do this the model does not look good and is not accurate. I hope to be able to connect these faces with a few lofts or something similar so that I have a smooth part without any harsh angles and a part that is fairly simple to make.
Comments
@cyrus_costa541
First off, I have NEVER worked in autobody design.
And sorry I can’t give a short explanation of how to do what in my opinion, looks to use at least half decent technique for good body design.
My opinion - look on the internet. I think this is certainly a good place TO START.
With time, I was able to get what I think is a pretty good Idea of what type of tools were being used and the basics of how they were being used with regards to exotic and / or elegantly shaped cars, and also design of smoothly shaped objects.
On the internet, you can find (I have) numerous examples of programs that use surfacing tools to model car bodies.
Some tools used may be lofting, patches, Xnurbs, ability to subdivide a curve or single surface, extending edge or edges of curved surface, bridging surfaces and curves, the ability to select type of continuity between surfaces or sheets such as G2 or G3, 3D splines, imprinting, projection of curves, ability to scale curve or surface while setting point item scales from, mirroring, isoparams, ability to split 3D surface with 2D curve, extending and trimming curves, the ability to split curves and insert CV’s, zebra stripes and combs, some highly polished paint type colors that can quickly be applied - FOR EXAMPLE.
Now for purists, am I talking about Class A surfacing? Before I say more about that, look up the different explanationS of how Class A surfacing is defined. But realize that regardless of whether or not you are working with a program capable of Class A, it can still be possible to get some great looking results, and it still can be a great place to start even if not a Class A program.
Realize, surfacing a car is an advanced modeling technique that is not going to be explained in a few paragraphs. You’re going to have to spend some significant time slowing down videos to see what’s going on.
Take what you find in the videos and apply it to Onshape’s toolset.
https://forum.onshape.com/discussion/comment/103694#Comment_103694