Introduction: Advanced Modeling

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This lesson will outline some of the more advanced modeling techniques in ArtCAM Premium.

Note: All files can be found at the bottom of each lesson. Feel free to save the files to your own directory.

Step 1: Tea Releaf Tutorial

  • Open Tea Releaf.art
  • Shape Editor - text Tea Releaf - Round Shape – 45º
  • Reset the created relief

  • Contour Blend - text Tea Releaf
    • Side Profile – Linear – 45º
    • Check Preserve Interior corners
  • Contour Blend – large middle leaf
    • Selected Vector – select wavy cross-section – click Set Profile Vector
    • Override Width = 0.625” (15mm)
    • Select smaller top and bottom leaves
    • Override height = 0.2” (2mm)
    • Override Width = 0.5” (12.5mm)
  • Shape Editor - all leaves, Add
    • Flat Sape – 0.02” (0.5mm)
  • Smooth Relief – 20%
  • Vector Layer = Outside , Relief Layer – elliptical sign base
  • Contour Blend – Outside vector
    • Set Profile Vector – wavy cross-section
    • uncheck both Override height and width

Step 2: Feature Machining Book

Create a clean 2D-style engraved toolpath over a 3D relief surface.

  • Create a New Model 300mm x 250mm (12” x 10”)
    • Origin in the lower left corner
  • Open the Relief Clipart Library , import Book, from the Objects section
    • Width = 275mm (11”)
    • F9 to center
    • Z = 20mm (0.75”)
    • Check Paste Outline Vector
    • Paste
  • Import VectorsRose1.eps
    • Manually center on left page
  • Text Tool
    • Text = Arthur
    • Size = 17mm (0.5”)
    • Justification = centered
    • Type the following:
      • and they
      • lived
    • Size = 25mm (1”)
      • Happily
      • Ever After
  • Feature Machining Toolpath - rose
    • Recessed
    • Depth = 1.25mm (0.05”)
    • Check corner sharpening for top and bottom
    • Tool = V-Bit 32mm 90 degree (V-Bit 1.25 Inch 90º)

Rotate model to view form side, see toolpath following relief, always 0.05” into the relief.

  • Feature Machining Toolpath - text
    • Recessed
    • Depth = 1.25mm (0.05”)
    • Check corner sharpening for top and bottom
    • Area Clear
    • Tool = V-Bit 32mm 90 degree (V-Bit 1.25 Inch 90º)
  • Machine Relief Toolpath
    • Selected Vector – book outline
    • Tool = 6mm ball nose (1/4 Inch ball nose)
  • Simulate All

Step 3: Texture Flow Fish

  • Open Model Fish Scales.art

  • Texture Relief
  • Selected Vector, Size = 0.5 and Z Height = 0.1
  • Select green boundary vector and click Add
  • Reset Relief
  • Texture Flow tool
  • Set Object = blue scale clipart
  • Set Flow Vector = red ‘Flow Vector’ vector on the fish
  • Select Reset in the Presets section
  • Select Mirror Along
  • Select Keep
  • Select the pre-existing boundary of the fish body
  • Click Calculate
  • Reset Relief
  • In the Along Flow Vector section, input the values of 75 to 90% of width.

  • In the Away from Flow Vector, insert the values of 50 to 50% of height.
  • Re-select the texture boundary and click Calculate.
  • Reset Relief
  • In the Along Flow Vector section, check the Vary Scale box
    • Start Point = 90%
    • Position 2 = 150%
    • End Point = 65%
  • Click Set Position 2 and then click in the middle of the red flow vector near upper part of the tail
  • Randomise Object, input the Scale values of 100 to 110% as the scaling limits.
  • Angle variance of 10 degrees.
  • Re-select the texture boundary and click Calculate.
  • Select the large vector representing the entire fish Zero Outside Vector

Step 4: Sculpting a Wolf Tutorial

  • Open Wolf.art
  • Reset Relief
  • Duplicate Original Vector Layer
  • Rename copied layer = My Wolf
  • Edit vectors
    • Smooth sharp edges
    • Extend to cover body parts
  • Discuss design
    • Overlapping vectors (blend)
    • Spaces between shapes (definition)
  • Shape Editor – entire wolf
    • Outline – Add & Apply
    • Far legs - Merge high & Apply
    • Close legs - Merge high & Apply
    • Tail - Merge high & Apply
    • Stomach - Merge high & Apply
    • Neck - Merge high & Apply
    • Head - Merge high & Apply
    • Ear – Add & Apply
    • Inner ear – Add & Apply
    • Eye – Add & Apply
  • Greyscale
  • Primary colour = yellow
  • Sculpting Step 1 – smooth edges
    • Smooth
    • Radius=30, Strength=25%, Smoothness=100%
    • Excluding Colour yellow
    • Drag mouse around every raised vector edge once
    • Snapshot

  • Sculpting Step 2– raise area’s
    • Smooth
    • Radius=30, Strength=50%, Smoothness=100%
    • Combine mode = Raise Only
    • Excluding Colour yellow
    • The darker lines (blue) require much more sculpting, pass over them with the sculpting tool several times
    • The lighter lines (pink) only need two or three passes
    • Snapshot


  • Sculpting Step3 – re-smooth and blend
    • Smooth
    • Radius=30, Strength=50%, Smoothness=100%
    • Combine mode=Normal
    • Excluding Colour yellow
    • The darker lines (blue) require much more sculpting, pass over them with the sculpting tool several times
    • The lighter lines (pink) only need two or three passes
    • Snapshot

Step 5: Beagle Tutorial

  • Open Beagle.art
  • Reduce Contrast slide bar
  • Window – Tile Vertically
  • Toggle off Vector Visibility in 3D view
  • HideDog details Vector Layer
  • Shape Editor
    • lower jaw – Add & Apply
    • tongue - Merge High & Apply
    • main head - Merge High & Apply
    • larger ear on left - Merge High & Apply
    • ear on right - Merge High & Apply

  • Show Dog details Vector Layer andhide Dog base
  • Shape Editor
    • outer nose - Add & Apply
    • inner nose - Add & Apply
    • thin ear on right - Add & Apply
    • thin ear on left - Add & Apply

  • 3D Blend - eye patch - Add
    • Smooth, Centre of Border vector, Inner 1mm (0.05”), Add
    • Repeat for other eye

  • Hide Dog details Vector Layer and show Dog base
  • Fade Relief - left ear
    • Fade strength = 75%
    • Linear, 1st mid right, 2nd mid left

  • Window – Tabbed View – 3D view
  • Show Dog details Vector layer
  • Shape Editor- two outer oval vectors for both eyes
    • Add Dome 25 º & Apply
  • Shape Editor- inner oval vector for both eyes
    • Add Dome 30 º & Apply
  • Rename Relief Layer to Dog Head
  • Greyscale From Composite Relief – yellow primary
  • Smooth Sculpting
    • Sculpt excluding colour
    • Radius 100, Strength 20%, Smoothness 100%,
    • Run tool generally across entire model to soften edges
  • Smudge Sculpting
    • Radius 40, Strength 20%
    • Blend top of ears with head.
    • Drag top of nose towards top of head
    • blend lower jaw with face
  • Smooth Sculpting
    • Radius 10, Strength 20%
    • Smooth outside edges of eye ovals into face

  • Beagle Image Bitmap Layer
  • Create Relief Layer
    • New Height = 0.5mm (0.02”)

  • Rename Beagle Image Relief Layer to Beagle Texture
  • Bitmap Layer activate Greyscale Bitmap Layer
  • Zero Under Colour
  • Smooth Relief - Whole Layer – 20%
  • Sculpting Smooth
    • Radius 15, Strength 15
    • Smooth eyeballs
    • Smooth nose (avoiding groove down middle)
    • Slightly smooth tongue
  • Carve Sculpting
    • Radius 15, Strength 15
    • Carefully deepen nostrils

The exercise is complete.