Maybe simply a pinned topic rather than a whole new section, at least to start with. Concentrate on a single package, I think Fusion 360 is probably the best to use for hobbyists being free and powerful, and relatively friendly interface.
I'm just a novice at this stuff, I've managed to draw out the majority of what i want after a fashion, but still wrestling with many techniques, mainly with getting consistent or predictable results when lofting and using sculpt environment. I;d say the hardest part to learn is producing shapes that are compound curvature, especially if you lack cross sectional data- then you need to start using the sculpt environment which is really like a completely different program.
It's also very important to work very methodically, e.g. when to turn history on/off, when to have 3d sketching enabled and when not to. etc. etc. I liken it to knitting where a mistake early on can really cause you huge problems latter on unless you catch it at an early stage.
Another frustration is that software developers like to move the furniture around. You get used to a package then the update downloads, and you find they've changed the icons, moved some menu items, or changed their names. It's like trying to learn to drive a car where the pedals get switched around every time you get behind the wheel.
To make it topical to this thread, the basic hull of the Alfa isn't too painful, being a hull of revolution, but the sail/fin area would be quite tricky to model in comparison. For anyone looking for existing tutorials I highly recommend looking on Youtube for modelling aeroplanes in Fusion 360. An aeroplane fuselage is much like a sub hull in terms of modelling techniques.
I'm just a novice at this stuff, I've managed to draw out the majority of what i want after a fashion, but still wrestling with many techniques, mainly with getting consistent or predictable results when lofting and using sculpt environment. I;d say the hardest part to learn is producing shapes that are compound curvature, especially if you lack cross sectional data- then you need to start using the sculpt environment which is really like a completely different program.
It's also very important to work very methodically, e.g. when to turn history on/off, when to have 3d sketching enabled and when not to. etc. etc. I liken it to knitting where a mistake early on can really cause you huge problems latter on unless you catch it at an early stage.
Another frustration is that software developers like to move the furniture around. You get used to a package then the update downloads, and you find they've changed the icons, moved some menu items, or changed their names. It's like trying to learn to drive a car where the pedals get switched around every time you get behind the wheel.
To make it topical to this thread, the basic hull of the Alfa isn't too painful, being a hull of revolution, but the sail/fin area would be quite tricky to model in comparison. For anyone looking for existing tutorials I highly recommend looking on Youtube for modelling aeroplanes in Fusion 360. An aeroplane fuselage is much like a sub hull in terms of modelling techniques.
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