From the course: Fusion 360 Product Design: Lighting

Sculpting the tail - Fusion 360 Tutorial

From the course: Fusion 360 Product Design: Lighting

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Sculpting the tail

- [Instructor] Okay, so I'm going to look at extending out the tail fins now, and the process that I'm going to use for that is very much the same as what we did for these fins down here. I'm going to select a face and then we're going to use Alt drag as the thing and we pull it out. But what we're going to do is use the back here. So, remember we're looking at this before, and we did sub-divide it added some extra edges in there, and I'm actually going to look at trying to take those out of there, and go in and grab them and then use backspace. And then I'm going to select this one and edit form, probably look at moving it back in and scaling it down a bit so that it fits back in, in the middle of there. Alright, and then we're going to grab this edge here, and we're going to use the Alt key and we're going to hold that down and we're going to pull it out, and it'll give us a new, little part on there and sometimes when I do this, I usually move them straight away, a little bit. And rotate it just slightly as well. And then if you hold Alt down, and use the middle move here, then that'll move it as well. And so we kind of just want to just get it and use the scale, if we use this scale, it'll scale it in a bit. And if you hold Alt, move again, then scale it in, we're kind of getting it close to a little tail segment as well. So if you use scale, we can scale it down. And then, what I wanted to do also, is, we can add a little bit of, I guess a bit of dynamic, things going with this form by giving it a little bit of a twist in rotating these profile around. And if we grip this one on the end as well, it'll help make the shape look a little bit more, fluid. May be a good word. I'm going to go, Alt, one to drop in to box mode, and we're going to do that other little tip, that we had as well. But first of all, I'm just going to, try and pull this back a little bit, so it doesn't look so collapsed. We grab that there. Pop that in there, suit me right. Alright and then we'll grab this face on the end, and double click. Make sure we didn't lose, our view. And hold the Alt key down, and just drag and then grab the little one on the top here. And then hold the Alt key down and drag up. And then you scale to scale it back down. Now if we grab this edge at the bottom, we can probably pull that back a bit here. And if we double click this, we could probably nudge it around a little bit there. Scale it up a bit. Alright so that, ooh, (chuckling) looks a little bit odd from the top. So if we have a bit of a look from the top view, the tale comes out, and it's got a bit of a twist there. So, a good way to, it shows that you can grab a number of different faces and use the rotate tool to spin them back around to help make it look a little bit nicer. And, what we also want to do is, grab this surface on the front, and we'll go back to Local mode. You'll notice now that it makes it a lot easier, for when we're tryin to modify these things to modify them locally to the orientation of the face. Or if we want to move them, the Local mode is much better. It keeps aligning with the model as you select different bits on there. So, if I go Alt three, and have a bit of a look, our tail is starting to come together, and it looks a little bit nicer. There's probably some other things where we want to grab these at the back, change that back to the world origin and pull out a bit more of a point. And then grab this and push it back in. Okay, so I'm going to continue on and do some cleanup on here. And in the next we'll pick up from there.

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