Blender for boat design with FreeShip

Amazing work... You really have progressed a lot and this is really nice...

I have a question about your workflow on the notches for the longitudinal stringers and bulkheads... Are you using Boolean modifier or other technique? I had good success with Boolean but when you have many bulkheads and stringers it becomes very complicated to maintain manually and you can easily have 60-100 Boolean modifiers in the stack... That's why I switched to python code script driving the blender so it's all automated. I do intend to share it but it needs a bit of polishing up and some documentation before other people can use it easily. I'll probably put it on github when it's a bit more mature...

Can you share some more about your workflow for creating the stringers in this picture?
 

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Amazing work... You really have progressed a lot and this is really nice...

I have a question about your workflow on the notches for the longitudinal stringers and bulkheads... Are you using Boolean modifier or other technique? I had good success with Boolean but when you have many bulkheads and stringers it becomes very complicated to maintain manually and you can easily have 60-100 Boolean modifiers in the stack... That's why I switched to python code script driving the blender so it's all automated. I do intend to share it but it needs a bit of polishing up and some documentation before other people can use it easily. I'll probably put it on github when it's a bit more mature...

Can you share some more about your workflow for creating the stringers in this picture?
Hi here I used many different techniques, booleans and directly mesh modelling.
You are right with many boolean operator Blender lacks a bit, but if you use a single object with various joined parts in a single obj you can reduce the number of modifiers.
I'm working on reorganize the tug model with the latest Blender 2.8 with collections and some basics layout. And when I have some solid workflow I share something about, for now you can download my model from grabCAD and from my page on FaceBook.
Titan_Tug_02.png
 
Hi everyone here are some updates regarding the layout, here some 2D tables created entirely with Blender, using various methods, and instances, now with the new collection system there are great possibilities in organizing the design, for 3D CAD users standard I think it's still complicated to find familiarity with Blender, but I think it represents a valid alternative to classical 2D CAD.
below some work of the past months.
Dory_Skiff022.jpg Titan_Tug_13+bb.png Titan_Tug_14+b.png Titan_Tug_12+b.png
 
Hi to all, I'm also continuing on this field, and now with new opportunity gave from software advancing and experience gained in this years I'm also able to make an export to Rhinoceros with the same geometry and precision, below some samples images of conversion 3D model into Nurbs Surfaces for CAD software.

Nurbs Model in Moi3D
Moi3d_v4Beta.jpg
Blender model below
Blender_source.jpg

An other conversion in still under work
Rhino_model.jpg
View of basic surfaces inside Blender
Yacth_SubD.jpg Yacth_SubD01.jpg
the same surface now converted into NURBS
Yacth_nurbs01.jpg Yacth_nurbs.jpg
 
Just started looking at Blender properly, and I was wondering how people go about initial hull modelling? Is it better to start with lines and then use the gridfill tool to create the surfaces, or with a primitive shape like a cube and add to that with modifiers (loop cut, extrude etc) and edit the points?
 
I don't thinks spline are useful for boat modelling hulls, keep in mind that, subdivisions interpolation of mesh segments are very close to NURBS interpolation, and Blender's splines are very hard to control the intersection, and they aren't finalized to make NURBS patches, are useful for many others things not in complex surfaces modelling.
 
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