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Topic: Classes on Design?

There are too many softwares out there for making models ready for printing. Is there a place someone teachers the hundreds of tools on each of these softwares to know how to prepare things? They have Netfabb, MeshMixer, MeshLab, Blender, and even sketchup. Has anyone attempted to roll all this crap into one? lol.

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Re: Classes on Design?

go to a community college and get into graphic design and 3d modeling

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Re: Classes on Design?

2n2r5 wrote:

go to a community college and get into graphic design and 3d modeling


I can't afford to go back to college, and due to too many credit already couldn't even get a loan. Computer classes are unlike math or philosophy classes in that you absolutely need to pay to take them since you'd need to use their equiptment while other classes someone can just sit in on. I am looking for online resources.

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Re: Classes on Design?

There are usually plenty of tutorials around on YouTube for individual applications.  What I would like to see is tutorials, or collections on design strategy.  Most applications have the basics like extrude, loft, sweep, revolve, boolean, etc.   I would be interested in seeing a good tutorial on how to model a particular kind of object, or shape.  It's hard to search for that, because they are still usually made application specific.  One tutorial on using revolve in Blender might show you how to make a boring vase, while another might reveal a clever use of revolve to model a shape that you wouldn't have know how to approach.

I see stuff all the time on Thingiverse and elsewhere that I wouldn't know how to begin to make.  I want tutorials on the principles of their construction, not just what buttons to click to make it happen in Sketchup.

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Re: Classes on Design?

Well, RMan, I get a great education every day just by coming here and looking over the shoulders of these guys. Its kinda like the old Master/Apprentice model. Ask em a question and you always get good education. I've yet to see a short or snooty reply to a noob here. That says a lot about the quality of folks that make up this forum.

Having said that, fool, have you looked for Dummies books? (That last part there, that was stupid humor). I bought the Dummies for Sketch Up althoughi t was a little light on substance, I thought. I may be a dummy but hey...

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Re: Classes on Design?

I have a 123D Catch of someone's face, and the model catches the 180 of head well, but around the neck the model get near paper thin. I don't know how to make the surfaces of the back of the model stretch backwards so that when they bulge out far enough I can simple take it to Netfabb Basic and cut the back and bottom flat using the axis cut tool, and can therefore print the face either from the neck up or from the back to the nose. It seems like something like that should be simple.

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Re: Classes on Design?

Any suggestions? I can't find a software that allows me to basically slop on a bunch of extra material on the back of my model.

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Re: Classes on Design?

Can you post a parasolid or dxf?

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Re: Classes on Design?

IronMan wrote:

Can you post a parasolid or dxf?

I don't know what those are. Actually I think I found a method that works with meshmixer. It's a bit dodgy, but when I take the time with it I can avoid doing what needs to be done without destroying the opposite side of the model. lol.

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Re: Classes on Design?

my advice to you is to narrow your focus to 1 modeling program, and learn as much as you can about it. i use blender due to the ease of use and speed it allows you once you get most of the hotkeys memorized. its boolean operation is somewhat buggy, but theres ways around that too if you think through your design process. and there are literally thousands of free tutorials out there due to its open source nature. 

and when you say "design", do you mean engineering design principles, or just using the software? what kind of modeling do you want to do? mechanical parts for robots/machines, or sculptures of figures? answering these questions will give you some idea of what software to learn. gonna pitch blender again here, since its more than capable of both. but there are other softwares that are more suited to artistic modeling IMO. so let us know what your actually trying to learn and we can maybe point you in the right direction.

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Re: Classes on Design?

Rocketman wrote:

Any suggestions? I can't find a software that allows me to basically slop on a bunch of extra material on the back of my model.

is the face you have a flat/hollow mesh, and you want to extend the head to look realistic? or what.. i think we're gonna need to see some pictures. i think i understand what you mean and i know of a few head modeling tutorials that you can watch starting from after the face is modeled, to show you how to add the rest of the head. but not being sure what your working with im not sure if they would help you or further confuse.

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Re: Classes on Design?

I've seen the mesh.  Imagine a classic Beethoven bust that is curved inward from the front base to the top of the shoulders in the back.  The overhang is ridiculous, so he wants to extend the base back to remove the overhang.

Not a bad solution, and it should be possible in most mesh editing software, provided you can get it to import correctly.

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Re: Classes on Design?

cckens wrote:

I've seen the mesh.  Imagine a classic Beethoven bust that is curved inward from the front base to the top of the shoulders in the back.  The overhang is ridiculous, so he wants to extend the base back to remove the overhang.

Not a bad solution, and it should be possible in most mesh editing software, provided you can get it to import correctly.

ah, that sounds rather trivial, if, as you said, you can get it imported properly, and more importantly, in a format that can be mesh edited, or at least acted on by Boolean modifiers. to add a new mesh if necessary.

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Re: Classes on Design?

It was an STL, and I used meshlab to port to OBJ.  That's a format most can use.  I know that I can do what he's looking to do, but I think he's figuring out that he can do it as well.

Rocketman,
If you can port the object out of mesh mixer to an OBJ file, you should be able to get it into Blender and delete the extraneous pieces that the mesh created by highlighting the errant pieces and hitting the delete key.