Modelling and Rendering Concept Skateboards in Fusion 360

I've found that while actually building a physical machine, such as a skateboard, is fun and rewarding, sometimes we just want to sit in one place and model awesome looking results... without any tools, materials, or anything else!

That's exactly what I did with this example, and I hope you'll enjoy my first instructable post!

I've attached the .stl and .step files for this project also, maybe it will help.

Supplies:

Just a computer!

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Step 1: Finding a Design

I just went and googled "concept skateboards", and I got a ton of cool pictures!

One important thing to consider is if you are trying to make your design as accurate as possible, then it is good to find a design with a lot of different pictures on it, showing the concept from many different angles.

I used an Alfa Romeo Raptor design. Download the pictures to your computer, or just leave it open on google.

Step 2: Planning

To plan your design properly, you need to know the following things about yourself and your desired end result.

- Accuracy: do you want your 3d model to be as close to the design as possible? Or are you just using the concept as a starting point?

- Your skill level: The thing is, 3d modelling takes a lot of experience. I will try to help as much as I can, but keep in mind that if you are a beginner, you should not expect your result to look PERFECT.

You will also need to know the parts of a skateboard, and basic vocabulary used in fusion 360.

Now, it's time to get planning.

As for me, I decided to start with the deck first, first getting the rough shape. Then I would work on the trucks of the skateboard. The trucks for my design looked a bit complex, so I decided to try to simplify it. After that, I would do the wheels. Finally, I would add the details and render the design.

Your plan does not have to be super complicated. Just try to incorporate some design criteria, your preferences, and the order of the modelling.

Now that we are done planning, it's time to actually start modelling!

Step 3: The Deck

As I mentioned before, you are free to start with any parts that you want for your design. I personally started with the deck, because everything is essentially attached to it, so it would be really helpful to finish the deck first.

1.

I sketched the front view of the deck onto the plane. Then I sketched the path, or the side view of the deck onto the design. Try to make the edges curl up, and also get the proportions right. If the board ends up being too wide or too long, it might be a pain later on.

2.

I used the "sweep" (patch > Create > Sweep) tool to create a face. Do that by selecting the front view for the profile, then select the side view for the path. Then press OK. At this point, it should already start to resemble the skateboard deck you are envisioning. (image 2)

3.

Next use the "thicken" tool to make the face you created in step 2, well, thicker. You can find the "thicken" tool in patch > Create > Thicken. I made mine about 1 mm thick, but it is up to you. Remember, I am not making a scale version!

4.

Then I created a sketch, as you can see in image 4. I tried to make the sketch include the outline and the holes of the original design. You can skip this step if your deck does not have complex details like mine. But if it does, go to the point plane constructor under construct, make your plane (image 4), then create a sketch (image 5). I drew using lines, (shortcut l) but you can use any other functions like rectangles and circles and splines.

5.

I then extruded into the deck, (image 6) creating the outline and the holes of the design. I finally then created two more layers of this current deck by using the "move/copy" tool, which you can use by typing "M" on you keyboard. (image 7)

6.

I then re-did step one and two for the top piece. I just made the side view lift a bit at the end to give it the look in the concept design. I also used the thicken tool and dialed it up to about 5.5 mm, because I wanted it to look sturdier. (image 8)

The finished deck looked something like the last image for me.

Now that we had the deck, it's time to make the trucks and the wheels.

Step 4: The Trucks + Wheels

1.

I first sketched out the outline of the front truck looking from the side. (image 1). I paid close attention to the pictures of the design, which would help me get the correct look for the trucks. I once again used the Create sketch > line function, but you are free to use whatever you'd like.

2.

Then I extruded by around 5 mm, but setting the start as an offset plane. (This moves one truck away from the center so that I can mirror it later on.) (image 2).

3.

I then mirrored the right truck that I had just extruded using the mirror tool, (deisgn > create > mirror). To do this, you just select the body you want to mirror, then select the plane you want to mirror from. (this case, the y axis plane). I also added an axis connecting the two trucks, just by sketching a circle on a truck, then extruding it (shortcut e). So far it should look like: (image 3)

4.

I then repeated the sketch > extrude > mirror > axis process for the back part of the trucks, (identified in image 4).

Now, it was time to add some wheels.

5.

I started off just by extruding a circle that i sketched from the left truck. Once again, I offsetted the start of the extrusion, because wheels are normally a bit distanced from the truck. (image 5).

6.

I added the details to the wheels, using the fillet and the chamfer functions (shortcut f for fillet, and design > modify > Chamfer for chanfer). The finished wheel looked something like (image 6).

7.

I finally then copied two of everything for the front, (two wheels, two trucks, two back trucks, two axles). Then I mirrored them to the back, by using the mirror tool and this time using the x axis plane as the input plane. The final product for me so far looked like this. (image 7).

Now it was time to put on the final touches and get rendering!


Step 5: Rendering

1.

First off, you HAVE to have a good material selection for your skateboard. if you go into the render workspace and hit "a" on your keyboard, you will get a huge selection of materials that you can apply to your model to change the look of it. I have done this throughout modelling, but it is good also to do it at the end. When you want to apply a material to a whole body, hit "Bodies/components" in the "Apply to:" section. If you want to add materials to little nooks and crannies, hit "faces" in the 'Apply to:" section. Use whatever materials you like, in whatever combination you like. (image 1)

2.

Then open scene settings, which is next to the appearance tab. Here you can adjust you focal length, brightness, background, and many other things. Make sure to tweak these to suit your fancy. I usually decrease my focal length a bit, maybe 58 mm, but you can do whatever you want. I also used the "flatten ground" function, which allows me to create reflections on the ground. Also, play around with the background color, as it can give your rendering a stronger feeling.

(image 2)

3.

After that is done, set your model up in an angle that suits you, then go into the "render" tab. looks like a teapot.

select .jpg, final quality, as I have found that this gives me the highest quality. If you have a fast computer, use the "local render" function. If you do not, use the "Cloud Render Function". Finally, hit render,

You can access the renderings in the rendering gallery, which is located with a plus sign at the bottom of the screen. if you expand that by clicking on the plus sign, it will open your rendering gallery where you can download the photos onto your computer.

Step 6: Extra Documentation

I have included the explosion animation in fusion, and also the technical drawings. I hope this will help!

Step 7: Wrapping Up

I really hope you found this helpful. I had a lot of fun making this, and since this is my first instructable, please let me know what might make me a better author.

Thank you for reading this, and I am excited to become a member of the instructables community.

Thank you!

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