Page 3 Modeling a Sailboat: Hull shape

Save your file, and merge the b3.3dm file into your scene, or open boat3.3dm for a complete version.

The red line in the image above indicates the object, line or curve that we are focusing on. With the front view maximized, and with end osnap on, draw a curve InterpCrv (Curve/freeform/interpolate points) from 1 to 2, tracing over the bow stem background line shown below.

Start another line from the end of the last line (2) and go to (3) and end the curve, repeat from 3 to 4 and 4 to back to 1. The image below shows the first curve drawn.

Use the top and bottom curves to trim off the tops and bottoms of the hull curves. The two curves to the left (9 and 10) do not need to be trimmed.
Note: If the section curves don't cross the outline curves, select the section curve and turn on the control points using PtOn (Edit/Point Editing/Control Points On). Now select the top CV and move it over the trim line, as shown below.


Delete the second to last curve (9). We don't need that curve, but we do need to make the last curve (10) angled to match the back end of the boat (transom or stern as it's called) which we will cover on the next page. Turn on the 'annotate curve numbers' layer to see the curve number if necessary.

Select the line (stern line that goes from 3 to 4) in the front view. Hit Extend, and when prompted 'Select Boundary Objects,' hit Enter (or spacebar.) When prompted to 'Select object to Extend,' select the curve and drag the end of the curve outwards, or enter 30 to numerically control the extension.

Hit Extrude (Surface/Extrude/Straight), and with the 'BothSides' option activated, extrude the new plane wider than any of the curves in the right view.

Create a new layer, call it 'Transom,' and ChangeLayer the extrusion to that layer.

Go to the left view and select the curve and project Proj (Curve/from objects/Project) it onto the plane and hide the 'Transom' layer and save the file.