What you'll learn
In this tutorial, industrial designer Class Kuhnen walks you through modeling a floor fan making use of quick feature adjustments with History-Based Parametric Modeling. Learn how to contour specific curved elements using core tools such as Revolve, Replace Face, and Project.
Transcript
Hello everybody, and welcome to the Shapr3D tutorial, in which I'm going to show you how
00:06
we can build this nice looking floor fan. In this exercise, I will show you
00:14
how we will start with a very basic set of sketches to build our basic building blocks,
00:23
design our product, and then use the history and Shapr3D's new history-based
00:30
parametric modeling, how we can adjust all the individual modeling steps we did
00:36
to build this design, to perfectly perfect it. And with all that said, let's do it.
00:43
So here we are inside a new empty design. Before we get started, let's make sure our snapping
00:49
elements are turned on and the unit system is set to centimeters. I will go to the front view, move
00:56
the screen down a little bit, create a sketch, and then at the bottom, draw a line to the left side.
01:04
That should be 15 centimeters. The starting point I will lock so it doesn't move. And this Base,
01:13
I will make horizontally constrained, so it doesn't rotate. Then I draw a line straight
01:20
up. You see this one is slightly rotated, not a big deal. Let's go to vertically constrained.
01:26
Makes sure it does not rotate left or right, but goes straight up. This line will be 79 centimeters
01:35
long. Zoom out a little bit. There we are. We can continue working on the top. So here at the end,
01:46
I will draw a line to the left side, make this 6.5 centimeters long and horizontally constrained. And
01:55
then I just draw a line down again. Don't worry if you draw your line slightly crooked. With the
02:03
constraints, we can correct everything. Very often I sketch profiles very quickly and then I use the
02:10
constraints to perfect them. Here we draw at the bottom, also a horizontal line and constrain it.
02:20
And then this long line will be 66 centimeters long. So we kind of like have actually the fan
02:29
body. Let's finish the fan base. I can draw a line and I can draw a line and I can draw a line. And
02:38
on purpose, I very quickly sketched these out a little bit crudely, just to show you how powerful
02:43
the constraint system is. All vertical lines I select and make horizontally constrained. The
02:50
first one here is 10 centimeters long and the smaller one is 1 centimeter long. There we are.
02:58
And then this line automatically gets rotated accordingly. Perfect. So now we have the top
03:05
and the base ready. We can exit the sketch, select the sketch profile of the base, select a vertical
03:13
edge and do a revolve. The first sketch is hidden. Let's show this again. Select the sketch profile,
03:21
select a vertical line and do a revolve again. Now we have a pretty nice looking cylinder sitting
03:31
on a cylindrical base. Now we can... Imagine this one can rotate very easily and that's a
03:36
nice solid piece. Now we can work on where the air outflow will be. To make work a little bit easier,
03:50
I will hide body 2 and 1. Create a new sketch and then somewhere draw two vertical lines. I
04:02
select both, make them vertically constrained. I also make them equal. So the same one line. I can
04:11
select and dimension to be 40 centimeters. Then with an arc motion, I draw two arcs,
04:22
top and bottom, select an arc, select a line and make them tangent. So the lines and arcs flow
04:31
tangently nicely into each other. And then when I select the radius, it should be three. So we have
04:41
a diameter of 6 centimeters. We can clearly see that this is floating somewhere in space,
04:51
and I will use the Z axis as a snapping position. So now it's nicely left and right centered.
05:00
And to have more control of where, for example, the bottom and the top edge will be, I can go
05:09
ahead. click on Project, and then select from the first sketch, the top and the bottom line,
05:17
and project them into the second sketch. If I had the first one, now you can see actually the
05:27
top and the bottom Magenta lines, and these are projected edges. I can't move them around. They
05:34
are projected in. So when I adjust the first sketch, then these magenta lines will move. And
05:42
what's actually really nice about this is I can draw here two vertical lines. These lines, I will
05:50
make a construction line. And really important, I will make them vertically constrained. Now,
05:58
if I go back to sketch one, you will see that this is half of a sketch. So the center line here,
06:07
that is really where the center of my cylinder is. So in Sketch 2, this construction line is
06:15
perfectly centered, meaning that actually this profile is perfectly centered. Now I can click on
06:28
these lines and then take a look at how long they are. I can make this 12 centimeters and this is
06:36
14. Let's make this 13 centimeters. Well, 13, both lines are the same, which means actually that this
06:47
element is perfectly centered on our cylinder. So, with the sketch profile selected. Let's move
06:56
this one out. You see that actually I moved this one out while not seeing body 2. I can turn on
07:05
body 2 and this is a little bit too far moved out. Let's open the history. There's extrusion.
07:15
Click on the extrusion feature and you see we can now go ahead and move this back. 8 centimeters,
07:30
that looks actually pretty good. Perfect. So this was actually a nice quick example to show you how
07:40
powerful the history is when we have to adjust a model after we actually created it. The top part,
07:51
I would like to rotate a little bit. Now this is a revolved body because of the sketch,
07:58
the top surface is flat. Not a big deal. Select the surface, go to the Move Rotate
08:04
command because this is circular. It's the widget is positioned at the center of this
08:12
circular shape or disc. And then we rotate this to 15. Degrees. Beautiful. Very nice. This is good.
08:34
this body and the main body will be joined. So a union. So we select both, double tap on the face,
08:43
select the whole body, and then we select Boolean Union. Now this, as you can see,
08:49
is actually just one body. I know actually for manufacturing purpose, we will have a base
08:59
and we have a top, and then we have a front shell and we have a back shell. So that means somewhere
09:06
on top and somewhere on the bottom, I also need to, at one point, split everything a little bit
09:14
apart. So I will hide the base. I will go then select the bottom face, go to Add Plane and move
09:23
this plane. 6 centimeters, 4 centimeters up. Very good. The problem with the top is it is rotated.
09:41
So do we do. It's actually very easy. We simply go back in time. With my finger, I press and hold the
09:51
Move Rotate command on a Mac and PC. It's right mouse button and insert a break point. And then
09:58
here actually have to move this on top. Should have been after the extrusion. And then there,
10:07
I can add a construction plane. and I go down 4 centimeters. And then this break point I can
10:19
delete. So now we can see where the break point was inserted. We can clean up the design nicely
10:28
by moving, for example, both offset planes next to each other. So inside our history, we see cleanly
10:36
how we worked. Also here again, when we click on the commands, we can adjust them. So I will
10:44
move this one two down and the other one I moved two up. So in relationship to the air outflow,
10:55
they are evenly spaced. This is actually pretty good. Perfect. So we do have actually now the
11:08
ability to explore the rounding. Do we round this completely? This looks actually really nice, five
11:18
centimeters. So we have a bigger flare on top and then the bottom. Click on the clock and go to G2.
11:31
When we lower this value, there you can see how we add then a smaller radius to it. Now this is up to
11:41
the preference how we would like this to work out. This is actually the top arc is circular.
11:51
So this is G1, which means I can actually simply go back to the edge continuity on the history,
12:00
select this to be G1 and then explore also here, the amount of... the radius and what type of shape
12:14
I would get. Now this looks actually pretty good. I'm satisfied with that. So again, you see now,
12:22
you modeled something and then you use the history to perfect actually your design. We'll quickly
12:29
explore how does this look, how does that look. Everything is looking pretty good.
12:39
So we know this will, we will open because there the air comes out. Here in the back,
12:47
we will have to cut slots. So this is actually now the moment where we will start the shelling.
12:55
Ideally, you want to do the shelling after we did the filleting, because if we can see that
13:06
even in the inside, we have a beautiful offset of the outside surface. Very good. So that one
13:18
is done. We can also select the main body, select this construction plane and say Split.
13:30
Select the bottom part, construction plane and select Split. And these two split planes,
13:38
I don't necessarily need anymore. Oops, that was the wrong button. I'm sorry. There we are.
13:49
These two planes, we don't need anymore. So I put them... into a folder. sea planes
13:59
and hide them. But with the split, what I did was separating the top and the bottom from this
14:09
design. It's very useful later when we're creating the mating parts. Now, because this is shelled,
14:21
we can work on the air's opening in the back because air has to be sucked in and then it's
14:30
being pushed out. There are various ways how you can do this. We can create a sketch from the side
14:41
or from the back. I will use the back for a very simple reason. We have Sketch 2, and Sketch 2
14:50
basically shows me the top and the bottom maximum distance of where I want the air to go in. So
15:00
I'm making a new sketch. Then I will do a project of these two lines. for example, and that actually
15:15
would project then everything left and right. So I know exactly in the sketch where the part is,
15:23
and then we'll do another project of the top part. There we are. And to make things easier,
15:30
I'm going to hide sketch 2. Beautiful. So now you see like where's my air outflow. in the sketch and
15:41
I can work on where I'm going to suck in the air. I will draw a line horizontally, and then I will
15:51
select the line and the arc and say, tangent. You see that moved actually the line right onto it.
16:01
Using the grid, it's actually really nice to work left and right nice and clean without the
16:08
need of any complicated symmetry lines. I can turn on the visibility of this body so I can
16:15
see how long this is, 10 centimeters. Now that's good. And then I draw a line down, over and back
16:24
up. So I make a small rectangle. These projected lines were helpers. So we make them a construction
16:31
line. select everything and say, horizontally, vertically constrained, so they can't move. I
16:40
could constrain everything even more. I don't necessarily have to. Now with this piece done.
16:50
I will extrude this one outwards. There you see how it intersects with the part. And this is a one
17:05
centimeter line. So when I select these horizontal edges and round them with 0.5 centimeter, I get
17:19
nice and beautiful circular ends. I can select the whole body, double tap. I want to have multiple
17:32
cuts. That's an easy task for the pattern. So I go to the pattern tool. We use linear.
17:41
Spacing is actually perfect. Then I drag this one down. For the spacing, we can now, we have a one
17:49
centimeter opening. Maybe we will have a 1.5 spacing, so five millimeters. in between, and
17:59
then we will add more copies. So 30 is not enough, 34. tick too much, 33. There we are. Perfect.
18:18
Very good. Again, because everything is parametrically, we can go back to the features and
18:30
adjust it. 32 will be even better. You see this move this a little bit up. Here, this opening is
18:39
right inside the opening on the front. So I might be able to even just go with 30. So there you can
18:51
see how I'm building everything. There. Very good. Okay, very nice. Good. Now, this whole pattern,
19:07
I can select, move up and down, reposition it. I can also select my main body, then select the
19:19
folder linear pattern 01 with all the parts inside and click Subtract. And you see then this way,
19:28
it's a very fast way to select multiple objects. Body 2 is my target. and then linear patterns,
19:35
there are one folder, are my tools. I do not want to keep anything, click Done. And we have these
19:44
amazing cuts done. Beautiful. Really nice. This looks top. Let's take a look. Oh, this all fields.
19:59
So we prototyped the air intake. We also have an air outtake. The problem there is we have nothing
20:08
that really prevents any accident, like fingers going in. Because we have this flat surface,
20:18
we can select it and then right on that plane of that surface, create a sketch. Here I have two
20:27
intersection points. I can draw those. And that is 5.6 centimeters. There are different ways how
20:42
we now can approach this. One really nice way is working with the pattern, or working with
20:51
the sketch to create equal elements. I will draw one line down, go over and go up. And this... I
21:11
will make 2 millimeters, so 0.2 centimeters. And inside the sketch, I can select these three lines,
21:22
and then use the pattern tool to, at the moment, prototype how this actually would look. There we
21:33
are. I realized I made a tiny mistake. This line is actually not perfectly... centered. So I will
21:45
do the following. This line was good. I will draw a line to the left and the right, horizontally
21:56
constrained. Then I make this equally constrained and say this should be 0.2. There we are. And then
22:07
I draw a line straight up. There we are. And then this center line that we make a construction. So
22:16
we have a central line and then left and right, we have now this element here. One second.
22:28
Let me not select anything. There we are. Let's go back to the sketch and we will do now exactly the
22:41
same. We will select these three edges and then we can use the Pattern tool to explore how this could
22:50
look. So we will have an outside. a piece, then that's a little bit shorter. And then we have kind
23:03
of like where I'm tapping there, and there. Nice and equal openings. So this is actually pretty
23:09
good. So the pattern to the left and pattern to the right, that will work. I will not do the
23:15
pattern in the sketch. This was really more an element to work actually with the piece. And...
23:29
I will hide all these elements here. I just only want to see the sketch. going to edit mode. Try
23:47
to close the sketch. This one here, I can make a construction line and then draw a line there.
23:58
It is actually perfectly close now. So this construction line is more kind of like a
24:04
horizontal, like a central element, similar to this line. Very good. Now, this piece. has
24:17
to go into the body. Now as you can see, this is where it is. Can go to a side view, drag this in,
24:28
turn on the section cut. And now there we can see how far this went in, turn on the history and...
24:39
Maybe we make this 1.5 centimeters. Then this I move up a little bit. This lower face, I move
24:55
down a little bit. There we are. And now we do the pattern. front view, double tap face, select all
25:08
piece, go to pattern. and one centimeter for the spacing. That is perfect. Very good. And before I
25:27
actually mirror everything over, I want to perfect how this will be flush to that surface. So you
25:34
see, I'm selecting each face and then select the surface and say, Replace face. Also here,
25:46
I will do it even while it intersects with that surface. It's a super nice tool to match surfaces.
26:03
And I only do this on one side. And when that is done, then I will go over to the other side. Now
26:13
here and there and replace face. There we are. Perfect. So these two I now can select. And then,
26:24
because we work symmetrically, I will use the Mirror command and mirror this over,
26:32
kind of like the Y axis. There we are. And the linear pattern folder and all the parts in it,
26:41
and body too. we will do a union. And then here, the folders we can remove. And to help our design,
26:53
let's clean up and put all the sketches into one folder. Let's take a look at what we have. There,
27:02
that looks pretty nice, no? Good. We can currently see through the design, the interior elements are
27:10
missing. That's not really a big problem. All we need to do is go to... Let's sketch one. There we
27:24
are. And I will do a quick revolve body. Then this piece, we will shrink down a little bit in the
27:36
diameter, and then we will also shrink this one down along the vertical height. Move this body out
27:45
of this folder. There we are. Now there we can see, and there's something inside. Again here,
27:58
this is our first offset, sorry, face offset, correct. And we can make this a little bit bigger,
28:07
so it covers more of the interior geometry. Very good. Now these are pre-made mechanical parts.
28:17
We don't have to model those. The shelling, the casing goes outside. That's different. So this
28:26
is actually nicely done. I did not shell actually the bottom yet. I will shell this later when we're
28:36
going to do all the fillet roundings, because this is something I would like to round and then shell.
28:45
So the inside is also correct. Knowing this, this is a step I will do all at the end. So the base,
28:53
we wait for later. I would like to very quickly create a nice hand grip right here. So side view,
29:05
new sketch. There we are. We can draw a line 3.5 centimeters to the left, then 1.5 centimeter
29:19
down, a little bit at an angle align. There we are. This is actually really good. And I'm going
29:33
to hide all my parts, because this I will extrude by 8 centimeters one side, then I make this 16
29:43
centimeters. and round also these edges, half a centimeter. This way, I'm not going to interfere
29:58
with these bodies. Super easy. So the reason why I built this one is the following. I will select
30:07
my top part. I will select this new body, and then I say, Intersect. Just show me that intersection.
30:17
And you see, I will actually get... just a shelled surface, but actually there I want to have a
30:25
volume, kind of like what the blue part is, but only the blue part inside this cylinder. So let me
30:34
show you something. That's actually pretty cool. What I recently learned, if you select a body,
30:40
and then if you select a face, can be flat or curved, then you can split a body by a curved
30:48
surface. This part now we can delete. This one we will hide. There we see now we have the thing that
30:58
was inside. So it's kind of like the intersect idea. We use two millimeters for the shelling. So
31:08
this rounded surface, I will select, shell it by two millimeters. There we are. Pretty cool, huh?
31:19
So let's go back to here. but I did not really cut open that space where the piece has to go in. Not
31:28
a big deal. So I will go to the Delete feature, insert and a break point. And then from this body,
31:41
double click, I will subtract this body, but I want my removed body to remain. And then I remove
31:54
the break point. and the shelling here breaks, not a big deal. Just select the original face fixed.
32:07
And then these two pieces, we simply fuse together via the join command. Go to the side view. So
32:13
right and go section cut. And look at this. This is beautiful. This works really good. Okay. Very
32:22
nice. We are slowly reaching a point where we also have to talk about fillets and splitting. So the
32:34
top part is split and the bottom part is split off. Let's split this main body because it has to
32:43
be a front and a back shell. We simply can select the main body, double click it, then go to split.
32:53
body and because again, everything is symmetrical, we can do that via. kind of like this plane. So
33:06
the XenX plane. Let's move this apart. Yeah, there we are. Perfect. That looks really good.
33:18
This is the top. At one point, it makes sense to really give all your parts names. So this is
33:27
front. This is back. bottom. This is the base. And this is kind of like the fan cylinder in the
33:47
inside. I'm going to hide this for the moment. Okay, beautiful. I also would like not only
33:59
to have these two shells kind of like sitting next to each other, but slightly intersecting,
34:06
kind of like a lip function. And also to the top and the bottom. So I'm going to select the
34:21
top one, go isolate. and I will select this flat surface, that's round, go to Sketch, then I will
34:34
use the Offset command and from the inside or the outside, select an edge, 1mm. Perfect. And
34:44
then here, I will move this one up by... 0.5 of a centimeter so five millimeters beautiful
35:00
Isolate off, top one we turn off. There is this other sketch again. And then here
35:11
now I can go ahead and say, so, hey, you, please extrude five millimeters
35:17
up. Also this one I hide. And then here we add this five millimeter lip to it.
35:29
Beautiful, no? So you see the top will very neatly just sit on that. This is how easy actually this
35:39
type of work is. Now then we can select the bottom part. And here pretty much it's exactly the same
35:48
process. Select the top surface, go to Sketch, and then Offset. Select either the inside or the
35:57
outside. Select an edge, make the sketch. And then here, we select a sketch profile and cut into it
36:12
by 5mm. Show the sketch and then to one part, we add it to... And then we do the same to the other
36:28
part. I would like to point out all these steps again, they are calculated and captured. So I can
36:38
adjust the initial material reduction or removal, and then I can also work on the addition of
36:46
material. I can see all these values here, minus five, minus five, minus five. So if everything
36:54
should be three millimeters, I just change these 0.5 to 0.3. Okay, so that was done. Let's hide
37:15
this. We have here the sketches, move those in there. This actually I bring to the bottom. The
37:24
fan, I will bring also to the bottom. It's the least important object. Now we can also talk
37:30
about how does this go to the left and the right. That's actually also pretty easy. So we work with
37:41
a sketch. Again, there we are, new sketch. And from this point here, so there I draw a line down.
38:02
So this is linked, and just drag this one down and down and down. And then I connect it to the
38:13
correct point. and exit the sketch. And we cannot decide. This is actually the piece we
38:33
are going to extrude, but this cannot be extruded because this is a revolved surface. We have the
38:40
sketch selected. Here's our axis. Again, I work very symmetrical. I can just select it, revolve
38:46
it. And then we decide by how many degrees? 5 degrees. Perfect. You, we mirror over to the
38:59
other side. Perfect. And then you and you, and you, we can join. To make things a tick easier,
39:12
I will go the opposite way. First, I will say from this body, I would like these two to be removed.
39:19
It's simply an easier math problem to solve. keep my removed bodies. Thank you. So there you see,
39:32
that is done. And then I go to the front and then here I say all this, join together. There,
39:43
look at this. There, beautiful. Maybe five degree is a tick too much. So here's the Revolve command.
39:58
Two degrees. Look at this, so beautifully this was updated. This looks easier because it's a
40:07
revolved, it's a circular surface. It's not parallel faces. So with this slight overlap,
40:15
this will be easier to snap these two shells horizontally into each other. Very, very good.
40:28
We can at this point think about filleting and rounding edges. I will work at the base because
40:38
it didn't really work there much yet. So this I would like to be one centimeter. That looks very
40:44
good. And then this I will round by 0.5, which is way too much. 0.25. That is better. I'm going to
41:00
isolate this one and say this one 0.1. So 0.5, 0.25, 0.1. And now I can select the bottom part
41:14
and shell it. 0.2. There you see it. Now all the faces in the inside are shelled too. Here,
41:29
I have no option to say, so this one is filleted, and I have the Fillet command from that here. I
41:41
can keep it this way, or I will go and say, Add it. And with the pencil, I will click and drag
41:54
over this and add more to it. You see now, the other part is rounded too. Here I have multiple
42:09
edges that need filleting. So, drag right to left, select only edges, and then probably here too.
42:32
There we are. Rotate, that looks all really good. And then the top. Careful how far you go in and
42:48
what you overlap, but this all looks really nice. 0.1. There are some blending issues. Sometimes
43:01
it's also easier to just go step by step. I have to be careful with the pieces you select. 0.1. Oh
43:09
yeah, I understand actually the mistake I made. This is actually 0.1. A 0.1 is actually very,
43:18
very aggressive. 0.01, that actually would have been nicer. Little mistake,
43:32
but I fixed it. I keep sometimes these mistakes I make also in the videos. So you see also I make
43:37
mistakes and I can show you how I will fix it. So same deal here, like we did before. I go to this
43:44
one beautiful view and then go to Edit, click and drag and add more edges to it. And there
44:06
you see how this all grows really well. And which edge here is missing? I think the one at the
44:29
bottom here. There, clicked it. Perfect. Pretty nice. Since we worked on this midsection part,
44:46
we can isolate this one. The easiest way to only select the outer edges is I will go to the top
44:52
view. Click and drag, only edges, only the outside ones now, because the others might actually,
45:07
as they are, part of the other fillets. So I deselect this. And then also here, 0.1. Actually,
45:27
zero one. They're nicely rounded. And if this is actually too small, well,
45:37
we can go ahead now and say 0.05. Make this bigger. This actually does not have the lip,
45:48
so we might even go with 0.1. Now we see like half of the material thickness is filleted. Again,
45:57
I think this is a really great example to show you how powerful the history is. The top will
46:06
be nice. I would like to have here a little bit of a bigger edge rounding, but I will run
46:11
into the following problem. If I round this too much, we will cut into... our interior material,
46:25
you see this now. So this fillet, I might have to actually move after I rotated this edge. The
46:36
fillets I created here were finishing touches. This is actually more really part of the design.
46:44
So if I go to the history, I can see, move, rotate 01. That is actually the face rotation.
46:58
I can give this a name. So I inside the history can actually see it. There it is. this fillet,
47:10
I will move right after I did this face rotation there. And there you see the inside is nice and
47:25
rounded. That's how you can just then reorganize your history to create exactly the type of bodies
47:34
and designs you want. Last thing we need to do now is actually create an interface. So I will select
47:47
this surface, then I will add a construction plane, move this a little bit away, because
47:58
I can select this edge and project it onto this construction plane. This construction plane,
48:08
I don't need anymore. Where do we have the sea planes? there, hide this. And in here,
48:23
I can now go ahead and create. one circle, another circle, and another circle. All three circles
48:36
should be equal. 1.5 centimeters. I do have, because of the projection, the center point.
48:50
Take a look at what I'm doing here right now. I'm drawing a nice triangle and all these lines,
48:57
I'm going to make. a construction line, then this long line will be vertically, this will
49:08
be horizontally, and these two will be equal. So now I have my sketch symmetry. So if I select one
49:19
circle and move this around, you see how the other one follows it. So I can play with, bring this one
49:30
down to here, and I select these two circles, go to Project, and then I select the face below. In
49:49
here, I would like to project as edge only on face. So I'm cutting actually the face. which
49:58
means I have no individual elements where I could create, for example, a button into it, different
50:07
material. I can very easily move this down just by a notch. I meant a notch, not so much. there.
50:30
There we are. round those or fillet those. So there's a very tiny surface depression. The
50:43
user can feel that there is actually an interface element. And inside the sketch, I will create left
50:55
and right, for example, a plus icon and a minus icon. For this, I will use the center sketch. From
51:06
the center, I sketch this one out, 0.6. 0.2, very good. Then we do the same here, 0.6 and... 0.2 for
51:24
the height. We need one more. 0.2 and 0.6. Here we will add one circle and then... another circle,
51:57
click the wrong tool. There we are. Also material thickness, kind of like 2 millimeters. And then
52:08
here we will add our rectangle, 0.2 and 0.6. And thanks to the grid here, I will decide
52:25
along the grid, I drew two lines. And with these lines, I will trim everything. Now I use the Trim
52:37
command and remove everything what I don't need. There, beautiful. Okay, now I can select here all
52:52
this. Now the rest are construction lines, so they don't really influence anything. This is
53:00
actually normal geometry. So for sketch geometry, that's different. Project. And there. Actually,
53:18
hold on. Let's go to the Project command. I think I clicked the wrong sequence. So this,
53:27
I would like to project onto there. Perfect. Sorry, I made one more mistake. This actually
53:39
should not be a sketch that's projected, but should be a face, kind of like cut into here.
53:53
there. That is what I wanted. Then when you adjust the sketch afterwards, also the projection, the
54:17
face slicing result will update too. So to bring this all to an end, we can select the sketches
54:27
here, bring this to there. This is all done. Now we can see how this could look and how this could
54:35
function. Let's turn on the fan body and go to the visualization tool. Our default material, that's
54:45
kind of like what everything is modeled with. I will select and say this should be this rather
54:51
rough. ABS material. We can adjust the color. Now everything has the same color. The body inside
55:04
for the fan, that one I make darker, so we have a better contrast. This looks good. And then I need
55:13
to click exactly where our interface elements are. a little bit of Click Sudoku, and these we
55:28
can give the new emission material. The emission material is pretty nice because it allows you to
55:34
give buttons a color and it has a light bloom effect. Let's go to the materials. This is our,
55:46
not materials, the environment. We can play with the light rotation. Yeah, this looks really nice.
55:58
Perfect. And there we are. Now we rebuild actually this nice
56:03
looking floor fan in Shapr3D with the new History-Based Parametric Modeling system.
Try it yourself
Download ↓
About the instructor
Claas Kuhnen is a German 3D designer known for his strong interdisciplinary
background in product, space, and animation design. He holds an undergraduate
degree in Color Design for Interior and Product Design from the University
of Applied Science and Art in Hildesheim, Germany. He further pursued
his education and obtained a Masters in Fine Arts in 3D Studio Art
with a focus on Jewelry Design and 3D Animation from Bowling Green
State University.
As a designer, Claas Kuhnen is particularly interested in design-informed
solutions and exploring the relationship between consumerism, products,
and their impact on society. He engages in a wide range of projects,
including furniture design, interior and exhibit design, consumer
product design, and medical product design.
In his research and studio practice, Claas Kuhnen delves into the
application of a modern multi-application and interdisciplinary workflow.
His areas of investigation encompass parametric, generative, and
subdivision surface modeling, as well as AR (Augmented Reality),
VR (Virtual Reality), photogrammetry, and AI-powered tools. He collaborates
with various national and international universities and companies
on research and design projects, contributing his expertise and exploring
innovative approaches.
Claas Kuhnen's design projects span diverse domains. For instance,
he has designed exhibit artifacts for The Henry Ford Museum, developed
medical devices for the Department of Pharmacy Practice, and undertaken
interior design projects that serve the community. His work showcases
a keen understanding of the intersections between design, technology,
and societal impact.
In addition to his design practice, Claas Kuhnen is actively involved
in teaching and sharing his knowledge with students. His classroom
experience is strongly influenced by his diverse research background,
providing students with a modern, interdisciplinary, and competitive
education.
Furthermore, Claas Kuhnen's work and techniques have been featured
in exhibitions such as Autodesk University, SIGGRAPH, SOFA, and SNAG.
He actively engages in educational collaboration efforts with both
national and international universities and serves as a Matter Expert
for leading design software companies, contributing to the advancement
of design tools and methodologies.