Week 8: Sculpting

Sculpting in Fusion360

This week in CAD, we focused on the Sculpt function, and particularly starting with the simple box form as our base for modeling an object. To practice and better understand the tools associated with sculpting an object, our assignment was to follow this Bike Seat with T-Splines tutorial to create our own bike seat in Fusion360.

Process

The process of sculpting the bike seat began with a method of placing a top view and a side view image of the bike seat, setting them on the correct planes, and aligning them to be the same size. Once they were properly calibrated, the next step was to create a sculpt box form in the same dimensions and reducing the opacity of the body to trace the lines of the drawing in the canvas.

The sculpting process in Fusion360 required going back and forth between different areas, and shifting points, lines, and selections of faces accordingly to push, pull, or move around the shape to ultimately form it into a bike seat.

Final Model

I found this be a useful exercise for learning and practicing how to edit forms with the sculpt feature. It certainly feels less precise in trying to replicate (I can see how one bike seat could easily be different from another), but I feel there’s also a more unexpected flexibility in shaping an object through this feature.

The final model of the bike seat in Fusion360.