Fusion 360: Surfacing with the Patch Workspace
1h 23mIntermediate2017-11-17
Authors

Jomarc Baquiran
Mechanical Design Engineer and CAD Evangelist
Course details
The Patch workspace in Autodesk Fusion 360 is designed specifically for working with surfaces. This environment is ideal for building complex, organic shapes and water-tight solid bodies. In this course, Jomarc Baquiran teaches you how to use the Fusion 360 surfacing toolset to design real-world products. Learn by example as he creates two plastic bottles that showcase the practical application of surfaces. Discover the strengths and limitations of the surface geometry, and learn how to manipulate bodies with the Patch workspace's Extrude, Trim, Extend, Stitch, and Merge commands. Plus, learn how to add realistic detail and create a presentation-worthy render of your surface-based product design.
Learning objectives
Sketching
Creating a loft
Extruding, trimming, extending, and stitching surfaces
Combining and splitting bodies
Quick rendering
Adding details
Creating a realistic final render
Learning objectives
Sketching
Creating a loft
Extruding, trimming, extending, and stitching surfaces
Combining and splitting bodies
Quick rendering
Adding details
Creating a realistic final render
Skills covered
Fusion 360Product and Industrial DesignAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Welcome
- 02 - What you should know
- 03 - Exercise files
1. Blocking the Form
- 04 - Sketching the ellipse
- 05 - Creating a loft in the Patch workspace
- 06 - Extruding a surface
- 07 - Trimming away surfaces
- 08 - Extending surface edges
- 09 - Stitching surfaces into a body
- 10 - Combining bodies into one
2. Creating the Cap
- 11 - Splitting a body
- 12 - Quick render
3. Forming the Main Body
- 13 - Inserting a reference image
- 14 - Sketching the major axis
- 15 - Sketching the ellipse
- 16 - Creating a loft based on profiles
- 17 - Creating a hollow cavity
4. Finishing Touches
- 18 - Revolving the cap
- 19 - Detailing the cap
- 20 - Creating a realistic render
Conclusion
- 21 - Next steps