Project

SUNSEEKER PREDATOR YACHT

Aim: to sketch model and render sunseeker predator yacht.

Objective:

  1. To design and model the exterior parts of a Sunseeker Predator Yacht.
  2. To assemble parts.
  3. To create a photorealistic render of the yacht.

Introduction:

Yachts are watercraft used for pleasure and sports. They but nowadays exclusively used for pleasure travels of their owners. The first yachts were built in1600s in England. Earlier versions of yachts were built from wood or steel. As the technologies grew wood and steel are replaced by fibreglass.

Yachts can be classified into:

  1. Weekender Yacht.
  2. Cruising Yacht.
  3. Racing Yacht.

Based on engine type:

  1. Internal Combustion.
  2. External Combustion.
  1. Design and Modelling:

Commands in solid works:

  1. 2d sketch: 2d sketch is the basic command which takes one to the sketching template. It is here where we make the sketches required to make solid body or part. We have to select a plane from 3 predefined planes namely Front Plane, Top Plane and Right plane.
  1. 3d sketch: In 3d sketch, we sketch a 3dimensional space rather than in a 2dimensional plane.
  1. Straight Lines: Under Options, select:
  1. Circles:
  1. Splines: The SOLIDWORKS software supports two types of splines, B-splines and style splines.

You can use B-splines to create complex curves. You can define and modify them using several controls, including spline points, spline handles, and control polygons. A single B-spline can have multiple through points and spans (the region between through points). You can apply curvature constraints at each endpoint. At each point, you can weigh the tangency vector and control the tangency direction.

Style splines, based on Bezier curves, are a good option when it is important to have a smooth curve (that is, to assure curvature continuity). You define and control the curves using control vertices. The control vertices form a control polygon or hull of the curve. There are no through points, so a style spline has only one span between the endpoints. You can inference style splines for tangency or equal curvature. You can constrain the points and dimension the curves' sides. These curves also support mirroring and self-symmetry.

  1. Rectangles:
  1. Sketch Fillet: The Sketch Fillet tool trims away the corner at the intersection of two sketch entities to create a tangent arc. This tool is available for both 2D and 3D sketches. The Fillet tool on the Features toolbar fillets entities such as edges in parts. The two corners of the rectangle are filleted with the same radius and with Keep constrained corners selected.
  1. Ellipse: The Ellipse tool to create a complete ellipse. Use the Partial Ellipse tool to create an elliptical arc.
  1. 3point Arc:
  1. Slots:
  1. Fillets: Fillet/Round creates a rounded internal or external face on the part. You can fillet all edges of a face, selected sets of faces, selected edges, or edge loops.
  1. Sketch Fillets: The Sketch Fillet tool trims away the corner at the intersection of two sketch entities to create a tangent arc. This tool is available for both 2D and 3D sketches. The Fillet tool on the Features toolbar fillets entities such as edges in parts. The two corners of the rectangle are filleted with the same radius and with Keep constrained corners selected.
  1. Boss Extrude: creates a solid based on the sketch.
  1. Cut Extrude: cut out of the existing solid body.
  1. Revolve Boss: evolves add or remove material by revolving one or more profiles around a centreline. You can create revolved boss/bases, revolved cuts, or revolved surfaces. The revolving feature can be a solid, a thin feature, or a surface. The sketch must a 2d sketch not a 3d sketch. Axis of revolution can be 3d sketch.
  1. Revolve Cut: does a cut w.r.t an axis of rotation according to sketch made.
  1. Sweeps: Sweep creates a base, boss, cut, or surface by moving a profile (section) along a path. A sweep can be simple or complex. To generate the swept geometry, the software creates a series of intermediate sections made by replicating a profile at various positions along the path. The intermediate sections are then blended. Additional parameters can be included in the sweep feature such as guide curves, profile orientation options, and twist to create a wide variety of shapes.
  1. Loft: Loft creates a feature by making transitions between profiles. A loft can be a base, boss, cut, or surface. You create a loft using two or more profiles. Only the first, last, or first and last profiles can be points. All sketch entities, including guide curves and profiles, can be contained in a single 3D sketch.
  1. Chamfer: The chamfer tool creates a bevelled feature on selected edges, faces, or a vertex.
  1. Shell: The shell tool hollows out a part, leaves open the faces you select, and creates thin-walled features on the remaining faces. If you do not select any face on the model, you can shell a solid part, creating a closed, hollow model. You can also shell a model using multiple thicknesses.
  1. Dome: Creates a dome on the face selected.
  1. Linear Pattern: The Linear Pattern Property Manager appears when you pattern one or more features along one or two linear paths.
  1. Circular Pattern: The Circular Pattern Property Manager appears when you pattern one or more features around an axis.
  1. Sketch Driven Pattern: Using sketch points within a sketch, you can specify a feature pattern. The seed feature propagates throughout the pattern to each point in the sketch. You can use sketch driven patterns for holes or other feature instances.
  1. Split: You can split a sketch entity to create two sketch entities. Conversely, you can delete a split point to combine two sketch entities into a single sketch entity. Use two split points to split a circle, full ellipse, or a closed spline.
  1. Combine:
  • Combining Bodies – Add:

In a multibody part, you can combine multiple bodies to create a single body.

  • Combining Bodies – Subtract:

In a multibody part, you can subtract one or more bodies from another body.

  • Combining Bodies – Common:

In a multibody part, you can create a body defined by the intersection of multiple bodies.

  • Combine Property Manager:

In the Combine Property Manager, you specify which bodies in a multibody part to add, subtract, or overlap.

  • Delete/Keep Body:

You can select bodies to keep or delete using the Delete/Keep Body feature. This is useful in working with multibody parts with multiple configurations.

  1. Extend: You can add to the length of a sketch entity (line, centreline, or arc). Use Extend Entities to extend a sketch entity to meet another sketch entity.
  1. Convert Entities: You can create one or more curves in a sketch by projecting an edge, loop, face, curve, or external sketch contour, set of edges, or set of sketch curves onto the sketch plane.
  1. Trim: Select the trim type based on the entities you want to trim or extend. All trim types are available with 2D sketches and 2D sketches on 3D planes.
  1. Mirror: Select Mirror Entities to mirror pre-existing 2D sketch entities on a plane, and then select the entity about which to mirror. If you want to first select the entity about which to mirror, and then sketch the entities to mirror, select Dynamic Mirror Entities.
  1. Sketch Picture: Sketch pictures are used as a reference to draw sketches.
  1. Sketch Pattern: Create linear or circular sketch patterns using elements from sketch entities you intend to pattern or model edges.
  1. Dynamic Mirror Sketch Entities: Select the Dynamic Mirror Entities tool to first select the entity about which to mirror, and then sketch the entities to mirror.

Parts to be modelled:

  1. Propeller: A propeller is a device with a rotating hub and radiating blades that are set at a pitch to form a helical spiral, that when rotated performs an action which is similar to Archimedes' screw. It transforms rotational power into linear thrust by acting upon a working fluid such as water or air. The rotational motion of the blades is converted into thrust by creating a pressure difference between the two surfaces. A given mass of working fluid is accelerated in one direction and the craft moves in the opposite direction. Propeller dynamics, like those of aircraft wings, can be modelled by Bernoulli's principle and Newton's third law. Most marine propellers are screw propellers with helical blades rotating around an approximately horizontal axis or propeller shaft.

Command used:

  • Sketch
  • Revolve boss
  • Loft
  • Fillet
  • Extrude Cut
  • Circular pattern
  1. Radar: Radar is a device used to detect and avoid obstruction in water bodies. A collision can be very dangerous for any watercraft and it's of utmost importance to avoid such a scenario, and rad helps such to avoid such collisions. A radar system has a transmitter that emits radio waves known as radar signals in predetermined directions. When these signals contact an object, they are usually reflected or scattered in many directions, although some of them will be absorbed and penetrate the target. Radar signals are reflected especially well by materials of considerable electrical conductivity—such as most metals, seawater, and wet ground. This makes the use of radar altimeters possible in certain cases. The radar signals that are reflected towards the radar receiver are the desirable ones that make radar detection work. If the object is moving either toward or away from the transmitter, there will be a slight change in the frequency of the radio waves due to the Doppler effect.

Commands used:

  • Sketch
  • Offset
  • Convert Entities
  • Extrude Boss
  • Extrude Cut
  • Fillet
  • Mirror
  • Sketch Driven Pattern
  • Split Line
  1. Hull: A hull is the watertight body of a ship or boat. The hull may open at the top (such as a dinghy), or it may be fully or partially covered with a deck. Atop the deck may be a deckhouse and other superstructures, such as a funnel, derrick, or mast. The line where the hull meets the water surface is called the waterline.

Commands used:

  • Sketch
  • Offset
  • Entities
  • Project curves
  • Lofted Surface
  • Trim surfaces
  • Extruded Surface
  • Knit Surface
  • Filled Surface
  • Shell
  • Extruded Boss
  • Extruded cut
  • Fillet
  • Chamfer
  • Swept Boss
  • Revolved Boss
  • Dome
  • Helix
  • Linear Pattern
  • Delete Face
  • 3d sketch
  • Mirror
  • Split Body
  • Offset Surface
  1. Garage Door: Garage door is the split from the hull and imported separately.

Commands used:

  • Sketch
  • Extrude Cut
  • Filet
  • Shell
  • Mirror
  1. Front Seat: Front seat is the first of the 3-seat available in the yacht. It is placed on the front side of the yacht.

Commands used:

  • Sketch
  • Offset Entities
  • Swept Boss
  • Extrude Surface
  • Trim Surface
  • Filled Surface
  • Lofted Surface
  • Knit Surface
  • Chamfer
  • Revolve Boss
  • Extrude Cut
  • Mirror
  • Dome
  • Fillet
  1. Middle Seat: Middle seat is 2nd seat set in the yacht. It is placed just behind the superstructure.

Commands used:

  • Sketch
  • Offset Entities
  • Chamfer
  • Extrude Cut
  • Mirror
  • Fillet
  • Extrude Boss
  1. Rear Seat: Rear seat the 3rd and final seat set in the yacht, and it is situated 50mm from the end of the hull.

Commands used:

  • Sketch
  • Offset Entities
  • Swept Boss
  • Extrude Surface
  • Trim Surface
  • Filled Surface
  • Lofted Surface
  • Knit Surface
  • Chamfer
  • Revolve Boss
  • Extrude Cut
  • Mirror
  • Dome
  • Fillet
  1. Superstructure: superstructure consists of the parts of the ship or a boat, including sailboats, fishing boats, passenger ships, and submarines, that project above her main deck. This does not usually include its masts or any armament turrets. Note that in modern times, turrets do not always carry naval artillery, but they can also carry missile launchers and/or antisubmarine warfare weapons.

Commands used:

  • Sketch
  • Offset Entities
  • Swept Boss
  • Extrude Surface
  • Trim Surface
  • Filled Surface
  • Lofted Surface
  • Knit Surface
  • Chamfer
  • Revolve Boss
  • Extrude Cut
  • Mirror
  • Dome
  • Fillet
  • Ruled Surface
  • Trim Surface
  • Project Curve
  • Loft Surface
  • Filled Surface
  • 3d sketch
  • Extend Surface
  • Delete Face
  • Extrude Boss
  • Extrude Cut
  • Offset Surface
  • Thicken Surface
  • Dome
  • Swept Surface
  • Split Line
  • Mirror
  1. Radar Mast: Radar mast is support for sail and antennas of the radar.

Commands used:

  • Sketch
  • Offset Entities
  • Swept Boss
  • Extrude Surface
  • Trim Surface
  • Filled Surface
  • Lofted Surface
  • Knit Surface
  • Chamfer
  • Revolve Boss
  • Extrude Cut
  • Mirror
  • Dome
  • Fillet

ASSEMBLY:

Since the majority of the parts are modelled with some references from the previous parts, manual mating wasn’t required in parts like superstructure, radar mast, front seat, middle seat and rear seat. But for the propeller, garage door and radar mast manual mating were required.

Rendering:

Rendering was done with Solidworks 360

CONCLUSION: Sunseeker predator yacht has been designed, modelled and rendered in Solidworks 2019.

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