Radar Mast & Final Assembly of Yacht
Description,
Hi, i had sucessfully completed my complete Yacht with Report and here i had attached my Radar Mast and Yacht Assembly, they are
1) RADAR MAST :
1. RADAR MAST FRONT VIEW.
2. RADAR MAST RIGHT SIDE VIEW.
3. RADAR MAST TOP VIEW.
4. RADAR MAST ISOMETRIC VIEW.
5. RADAR MAST FEATURES TREE-1 VIEW.
6. RADAR MAST FEATURES TREE-2 VIEW.
7. RADAR MAST FEATURES TREE-3 VIEW.
8. RADAR MAST FEATURES TREE-4 VIEW.
2) YACHT ASSEMBLY :
1. YACHT ASSEMBLY FRONT VIEW.
2. YACHT ASSEMBLY RIGHT SIDE VIEW.
3. YACHT ASSEMBLY TOP VIEW.
4. YACHT ASSEMBLY ISOMETRIC VIEW.
5. YACHT ASSEMBLY FEATURES TREE- 1
6. YACHT ASSEMBLY FEATURES TREE- 2
7. YACHT ASSEMBLY FEATURES TREE- 3
8. YACHT ASSEMBLY FEATURES TREE- 4
9. YACHT ASSEMBLY FEATURES TREE- 5
10. YACHT ASSEMBLY FEATURES TREE- 6
11. YACHT ASSEMBLY FEATURES TREE- 7
12. YACHT ASSEMBLY FEATURES TREE- 8
13. YACHT ASSEMBLY FEATURES TREE- 9
14. YACHT ASSEMBLY FEATURES TREE- 10
15. YACHT ASSEMBLY FEATURES TREE- 11
16. YACHT ASSEMBLY FEATURES TREE- 12
17. YACHT ASSEMBLY FEATURES TREE- 13
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DESIGN ASSEMBLY AND PHOTO- REALISTIC RENDERING OF AN AMERICAN YACHT
OBJECTIVES:
The Objective of the project is to design and model all the parts of the American Yacht and assembled in to
Create the Photo-Realistic Rendering of the yacht.
INTRODUCTION:
IN this Project the American Yacht was taken as a conceptual model, to understand the 3D modelling
methodology of the Solid Modelling and Surface Modelling. Each part of Yacht was completely designed and
modelled using Solid works. Then the Parts are Properly mates and constrained to create the Photo-Realistic
Rendering.
DESIGN METHODOLOGY:
YACHT:
MODELLING.
ASSEMBLING.
RENDERING.
MODELLING:
Hull.
Super Structure.
Propeller.
Garage Door.
Radar.
Radar Mast.
Front Seat.
Middle Seat.
Rear Seat.
ASSEMBLING:
Matting Parts.
Creating Constraints.
Exploded Views.
RENDERING:
Decals.
Camera.
Lights.
Environments.
Backplates.
Appearances.
TERMINOLOGY:
These terms appear throughout the SOLIDWORKS Software and Documentation.
Origin: Appears as two blue arrows and represents the (0,0,0) co-ordinate of the model. When a sketch is in
active, a sketch origin was appearing in red and represents (0,0,0) co-ordinates of the sketch. Dimensions and
relations can be added to the model origin and not a sketch origin.
Plane: Flat Construction Geometry. Planes can be used for added a 2D sketch, or a neutral plane in a Draft
Feature.
Axis: Straight Line used to create the model geometry, Features, or Patterns. Axis can be created in a different
way, Including and Intersecting Two Planes. The SOLIDWORKS application creates Temporary axes implicitly
for every conical or cylindrical face in a model.
Face: Boundaries that help to define the shape of the model or Surface. A face is a selectable area (Planar or
Non-Planar) of a model or surface.
Edge: Location where two or more faces are intersected and are joined together. Edges can be Selected for
Sketching and Dimensioning.
Vertex: Point at where two or more lines or edges intersects.
TYPES OF COMMANDS AND ITS EXPLANATIONS:
Sketches: create the sketches and decide how to dimension and where to apply relations.
Features: Select the appropriate Features, such as Extrude and fillets, Determine the best features to apply,
and in what orders to apply those features must be decided.
Surfaces: Surfaces are a type of geometry that can be used to create the solid features.
Assembly: Select the components to mate and the types of mates.
SKETCH:
Creating a model usually begin with the sketch. From Sketch, we can create a Features. We can
combine one or more features to make a part. Then we can combine and mate the appropriate parts to create
an assembly. From the parts or assemblies, we can then create the drawings.
3D-SKETCH:
When we are sketching in 3D, we can snap to the major directions X, Y and Z, and constrains are
applied along the X, Y, Z respectively. These are constrained to global system. When sketching on a plane, we
can snap into an Horizonal and Vertical. These are constraints to a plane, planar face etc.,
SKETCH COMMANDS:
Smart Dimension: Creates a dimension for a selected Sketch Entity.
Line: Line is one of the first sketching tool which can be drawn horizontally, vertically or at any angle.it plays
very important to complete the 2D-drawing of the product or part and very easy to utilize this feature.
Circle: Which Helps to create the circular drawing on the Graphics area. There are two types of circles, and
they are CENTER CIRCLE and PERIMETER CIRCLE.
Rectangle: Sketches Rectangles or Square with a center point at a selected angle.
Spline: A two- or Three-Dimensional curve defined by a set control point. Points within a spline can be added
or deleted.
Sketch Fillet: A Tangent ARC in between two sketch entities can be created.
Point: Inserts a point or vertex into a sketch entity. This can be deleted if it is part of an end point or center
point.
Offset-Entities: Copy a sketch into a specified distance from a original Entity.
Sketch Picture: Insert an image file into the background of a sketch.
Converted-Entities: Convert entities enables us to copy model edges into your active sketch. These sketch
elements are automatically fully defined and constrained with an on-edge relation. Convert Entities is like to
offset entities except that the offset distance is always zero.
FEATURES:
Some sketch-based features are shapes such as a bosses, cuts and holes. Other Sketch-based features
such as lofts, and sweeps use a profile along a path. Another type of features is called an applied feature,
which does not require a sketch, applied features includes Fillets, chamfers or shells they are called applied,
because they are applied to the existing geometry using dimension and other characteristics to create the
features. Typically, we create parts by including by sketch-based features such as bosses and holes. Then we
add applied features. It is possible to create a part without the sketch-based features.
Extruded Boss/Base: It will allow to take a 2-D sketch and add thickness to its third dimension.
Extruded cut: It will help us to remove material by projecting sketch section normal to the sketching plane.
Split: It is used to divide the model faces into two.
Dome: It can add to one or more domes to the selected planar or non-planar faces. The software calculates
the distance using the radius of the arc as a basis of dome.
Pierce Relationships: It is used in sweep; it can be thought of as a 3D coincident relationship.
Project Curves: Select Bi-directional to create a projection that extends on both sides of the sketch. The curve
can be used as a path for a sweep.
Composite Curve: it can be created by combining curves, sketch geometry, and model edges into a single
curve. Composite curve used as guide curve when creating a loft or sweep.
Wire Frame: Wire frame is view mode in which all the edges of the part or the assembly are displayed.

Vertex: It is a point at which two or more lines or edges intersect. It can be selected for sketching,
Dimensioning, and any other operations.
Materials: Materials are applied to parts to define the engineering properties. These properties including such
properties as density and yield strength.
MODELLING:
3D-Modelling is the process of developing a mathematical representation of any surface of an object in
three dimensions via specialized software. The product is called a 3D model. It can be displayed as a 2D image
through a process called 3D-Rendering or used in a computer simulation of a physical phenomenon. Model
can be created Automatically or manually. The manually modelling process of preparing geometric data foe 3D
computer graphics is similar to plastic arts such as sculpting. Part documents can contain multiple solid bodies
that we can manipulate the same way as single solid bodies.
SURFACE MODELLING:
Surface modelling is a method of creating planar or non-planar complex geometry which has zero in
thickness. This zero-thickness geometry is known as surface. It is generally used to create a model of a
complex shapes. We can convert surface models into solid models. We can also extract surface from a solid
model using a tool available for surface modelling.
ADVANTAGES OF SURFACE MODELLING:
It gives more flexibility when creating complex shapes that cannot be done using solid features.
It can be used to build a shape face-by-face rather than all at once.
It can be used as Reference Geometry.
It can used more efficient than solid features depending on object.
DISADVANTAGES OF SURFACE MODELLING:
Modelling with surface is almost away more work than modellings with solids.
There is much more work complex workflow when creating surface and then converting to
solids.
SURFACE COMMANDS:
Loft surface: creates a lofted surface between two or more sketches. Specifically start and end
constrains and add guide to control the path shape.
Boundary surface: it lets us to create the surface that can be tangent, or curvature continues in both
directions (in all sides of the surface), in most of cases, this delivers a higher quality result then the tool
loft.
Extruded Surface: Extrude the sketch or selected sketch contours in one or two directions to create a
surface feature.
Revolved Surface: Revolved the sketch or selected sketch contours around an axis to create a surface
feature.
Swept Surface: It sweeps the closed profile along an open or closed path to create the surface features
it uses a tangent plane at the end of the path so that the path is normal to the swept surface.
Filled surface: Patches a surface within a boundary defined by edges, sketches, or curves. We can use
constrains curves to fill surface and adjust resolution control to improve surface finish.
Ruled surfaces: inserts ruled surface in a specified direction from edges. Tangent to surface, Normal to
surface, tapered to vector, perpendicular to vector or sweep can be selected. We can also trim and knit
the surface and remove any connecting surfaces.
Trim surface: It trims the surface where a surface intersects with another surface, a plane or a sketch.
Knit surface: It combines two or more adjacent, non-intersecting surface into a single surface body.
The surface must joint at an edge. If the resulting knit surface encloses a volume, we can create a solid
body from the property manager.
Move/Copy surface: Moves or copies surface from a plane or sketch.
Offset Surface: Offset surface using one or more contiguous faces. This tool helps us to create an offset
surface with gaps.
Extend surface: Extend one or more edges or faces on a surface, based on end condition and extension
type.
Mirror surface: A Mirror features is a copy of a selected feature, mirrored about a plane or planar face.
A Mirror sketch entity is a copy of a selected sketch entity that is mirrored about the centerline.
Reference Plane: We can create planes in part or assembly documents. We can use planes to sketch,
to create the section view of a model, for a neutral plane in a draft feature and so on.
Projected curve: A Projected curve is typically used either in sweeps and lofts as path or guide curve.
There are two types of projected curves.
Sketch on sketch: use two sketch to make a single curve.
Sketch on surface: use a sketch to project on a surface.
Split Line: The split line tool projects an entity to surfaces or curved or planar faces. It divides a
selected faces into multiples separated faces. We can split curves on multiple bodies with one
command.
Split Point: We can split a sketch entity to create two sketch entities. Conversely, we can delete a split
point to combine two sketch entities into a single sketch entity.
Fillet: A Fillet is an internal rounding of a corner or edge in a sketch or an edge of surface.
PART MODELLLING DESCRIPTION
BLUEPRINT:
A Blueprint is the reproduction of a technical drawing or engineering drawing using a contact print process on
light-sensitive sheets. A blueprint is a guide for making some thing, it’s a design or pattern that can be
followed. They were easier to read and follow to make.
The above shown blueprint was used to design the yacht in a fully defined constrains. For setting up the
blueprint the sketch pictures options were used and placed the different blueprints at the required planes.

1. HULL:
A Hull is the watertight body of the ship or Boat. The hill may open at the top ,or it may be fully
or partially covered with a deck. _ the line where the hull meets the water surface is called the
water line.
The hull of a ship is the most notable structure entity of the ship. To define the hull, it can be
said that it is the watertight enclosure of the ship, which protects the cargo, machinery, and
accommodation spaces of the ship from the weather, flooding and structural damage.
o The hull is a watertight body of the vessel which may be open or partially covered with a
deck.
o Hull has several watertight decks and bulkheads as the major membrane.
o The Intermediate member of the hull consists of Girders, Webs and Strings.
o Depending on the structural arrangements, there may be longitudinal members for
strengthening purpose.
In our model the Hull was designed along with the following parts of the Yacht,
Aft – Referring to the aft means in or toward the back of the yacht.
Anchor – The Anchor is a heavy object that drops down into the water to keep a boat or yacht
from moving.
Beam – The Beam is the widest point of a yacht.
Berth – The Sleeping Area of the yacht is the berth.
Bow – The Front of the yachts hull is the bow.
Bridge – All of the controls of the yacht are located on the bridge, which is also sometimes
called as cockpit.
Cabin – Private Rooms and living compartments in a yacht is called cabins.
Cleat – The Cleats are the metal or plastics fittings on boats where sailors attach lines.
Deck – The part of the yacht where we can walk around outside is called Deck.
Galley – Sailors call the kitchen of the boat the Galley.
Draft – The Draft is the minimum depth of water needed for a boat to float.
Gunwale – The gunwale is the upper edge of the side of a boat or yacht.
Hatch – The Hatch is the opening that connects the deck of a boat with the cabin’s underneath.
Some yachts have several Hatches.
Helm – The steering mechanism of a Yacht is the Helm.
Keel – The Keel is the part of the hull that runs down the middle from the bow to the stern. The
keel is considered the foundation or backbone of a yacht.
Knots – Knots describe the speed of the Boat in Nautical miles per hour. A single nautical mile
is the same as a little more than 1.15 Regular miles.
Line – Rope used on a Yacht is called line. Sailors need to know how to tie proper knots in the
lines to keep boats secure when they are docked.
Port – If we are standing or siting on a yacht looking forward the front of the vessel, the port
side is the left side.
Porthole – Windows in the Yacht is known as Portholes.
Rig – The Rig includes the sails and any devices needed to control the sails. Rigging includes
equipment’s such as the mast, boom, yards and Spreaders.
Starboard – When we are standing or siting on a yacht looking toward the front of the vessel,
the right side of the starboard side.
Stern – The Back of the yachts Hull is the stern.


COMMANDS USED TO MODEL:
IN SKETCH:
Line
Spline
Circle
Rectangle
Arc
Slot
3D-sketch
Sketch Picture.
IN SURFACE:
Extruded Surface
Revolved surface
Lofted surface
Surface trim
Surface fill
Surface knit
Delete surface.
IN FEATURES:
Project curve
Chamfer
Fillets
Reference plane
Split
Split line
Extruded Boss/Bass
Extruded cut
Mirror.
MODELLING PROCEDURE:
The first step for modelling the yacht was creating a blueprint of it.
Then the blueprint was placed at the required planes, by using it first the hull was designed.
To get the shape of the hull the projected curves was produced by drawing the required sketch using
splines with the help of the blueprint.
Then the curves were lofted to create the lofted surface and the remaining unwanted surface was
trimmed using the trim surface.
Then the back portion of the hull were the propeller needs to be placed was extruded using the
extruded surface and all the surface created must be knitted together to remove the gaps between the
surface.
Then the offset option was used, and another surface was created, and each surface was filled using
surface fill to create the outer shell of the hull which will be converted into a solid body at last.
Shell feature was used to create the front portion of the hull where the deck surface meets.
Then the deck surface was created using extruded Boss/base and extruded cut.
Then the required chamfers and fillets were created wherever necessary.
All the windows and portholes were created using extruded cuts and fillets were add around the
edges.
For creating the smooth edges around the berth window, the reference plane were created and a circle
for required dimensions were make pierced and then swept around the edge of the windows.
The Rails at the bottom of the yacht were created using the extruded boss/base and the chamfers
were applied both the sides.
The cable rollers were created using extruded boss/base and swept boss/base and the head part of it
was created using revolved boss/base and extruded cut was used to cut through the extrude and a
dome was created over it.
Helix/spiral sketch was created to sweep the rope around the cable rollers.
By using the slot option the rope hangers were extruded and the dome was applied and then the linear
pattern was used to create one more.
The window bars were created using extruded boss/base.
The staircase were created by the extruded boss/base and the hand support was created using swept
boss/base.
The Railings around the hull was generated with the help of the blueprint and the projected curve was
produced and the railing reference was swept using the swept boss/base.
The Axles for the propeller and the surfer were created using Revolved boss/base option and using the
3D sketch.
The Anchors were created by sketching the first hall and extruded using extruded boss/base and the
other half was mirrored.
Finally the Garage portion was created by using the extruded cut and the portion was saved for later
use by using split option.
By using Split line option the painting portion for our hull was split separately.
Then the other half of the hull and the axle of the surfer and propeller was mirrored to form the
complete hull using the mirror tool.
Now the part was saved by adding proper Fillets and appearances.
2. SUPER STRUCTURE:
A Super Structure is an upward extension of an existing structure above a baseline called Ground level and
it usually serves the purpose of the structures intended use. A Super Structure is decked structure on the
free board deck, extending from side to side of the ship.
COMMANDS USED TO MODEL:
IN SKETCH:
Line
Spline
Circle
Rectangle
Center point Arc
3D-sketch
Sketch Picture.
IN SURFACE:
Extruded Surface
Swept surface
Ruled surface
Knit surface
Revolved surface
Lofted surface
Surface trim
Extend surface
Filled Surface
Fillet
Chamfer.
IN FEATURES:
Project curve
Reference curve
Converted Entities
Split
Split line
Extruded Boss/Bass
Extruded cut
Mirror.


MODELLING PROCEDURE:
The deck surface from the hull was imported and the superstructure was modeled over it.
The side surface of the superstructure was created by using extruded surface, lofted surface, filled
surface, trim surface, and knit surface.
The front side of the superstructure was designed to have four rest beds which were created using
extruded boss/base, fillets and Dome.
The front edge of the superstructure was provided with a water feature which was created using
extruded boss/base, extruded cut, and filled with a water appearance.
The windshield was created by the extruded cut and the wipers were created by using 3D sketch
and reference plane with the help of the swept boss/base.
The portholes of the super structure were created by using extruded surface, trim surface, and
extend surface.
Ruled surface was used to fill the left-out edges.
The back doors of the superstructure were created using extruded cut, Fillets and Reference Plane.
Then all the surface generated were knitted together to form a solid body.
The superstructure consists of two surface bodies and five solid bodies.
One of the surfaces was the deck surface the other one was used to place the radar mast, so it was
renamed as Radar Mast Reference Surface.
Then the other half was mirrored, and the proper fillets and appearances were added and finally
the parts was saved.
3. PROPELLER:
There can be one, two or three propellers. It is the most important part of the ship
without which a ship can’t move. So, the main function of the propeller is to propel the ship in forward
direction by producing thrust on water. Its working principle was Newton’s third law of motion and Bernoulli’s
Theorem.
COMMANDS USED TO MODEL:
IN SKETCH:
Line
Spline
Circle
IN FEATURES:
Revolved Boss/Base
Lofted Boss/Base
Extruded Cut
Reference Plane
Circular Pattern
Fillet.


MODELLING PROCEDURE:
The center portion of the propeller was sketched and revolved using Revolved Boss/Bass.
Then the blades are created using the reference plane, Lofted Boss/Base and Fillets.
Then the Remaining Five Blades are created by using the Circular Pattern.
Then the Center circular Portion was removed by using the Extruded Cut option.
Finally, the parts were saved by adding the appearances.
4. GARAGE DOOR:
A Garage Door is a large door on a garage that opens either manually or by an electric motor. Garage
doors are frequently large enough to accommodate automobiles and other vehicles. Some doors are
slide or swing Horizontally. Door are made up of wood, metals, or fiberglass, and may be insulated to
prevent heat loss.
COMMANDS USED TO MODEL:
IN SKETCH:
Line
Spline
Circle
Text.
IN FEATURES:
Extruded cut
Reference Plane
Fillet
Shell
Mirror.


MODELLING PROCEDURE:
The solid body split while creating the hull was important to model the Garage Door.
By using the Extruded cut the Chamfered face for the door was created.
Then by using the shell features the solid body of our garage door was created and proper
fillets were applied.
Then the door holders for both sides were created by Extruded cut option.
Then the second part of the garage door was created by using the mirror tool after applying the
proper fillets required.
Then the text over the garage door “VEL YACHT” was created using the text option in sketch
features.
Finally, the part was saved by applying the proper appearances.
5. RADAR:
Marine Radars are X band or S band radars on ships, used to detect other ships and land obstacles, to
provide bearing and distance for collision avoidance and navigation at sea. They are navigation
instruments that use a rotating antenna to sweep a narrow beam of microwaves around the water
surface surrounding the ship to the horizon, detecting targets by microwaves reflected from them,
generating a picture of the ship’s surroundings on the display screen.
COMMANDS USED TO MODEL:
IN SKETCH:
Line
Point
Circle
Text.
IN FEATURES:
Extruded Boss/Base
Extruded Cut
Fillet
Sketch Pattern
Mirror
Split Line.


MODELLING PROCEDURE:
By drawing the required sketch, the body of the radar was created using Extruded Boss/Base.
By using the sketch pattern, the four dotted holes were created using Extruded Boss/Base and
Extruded cut.
The Radar has a circular slot underneath which was created using the Extruded Cut.
The other half was mirrored with the help of Mirror Tool.
The text over the radar was created using the text option in sketch and then the split line was used
to Generate over the face of the radar.
At last, the radar must be filleted around the edges of the body and also around the four holes.
Finally, the part was saved by adding the proper appearances.
6. RADARMAST:
A Mast is a vertical ship structure mounted on top of bridge and forward of the forecastle towards the
ship’s bow. It accounts for the support platform for the ships derrick and hold necessary equipment’s
such as radar, navigation light and ships horn in case of foremast. They are made of high tensile steel
with added rigidity based on the size of derricks it holds. Other than that, a ships main mast is also
used to hoist ships flag. Out of different parts of ship the main job of mast is to hold necessary
equipment Such as radar receiver, navigation lights, ships horn, flags, and derricks in some case.
COMMANDS USED TO MODEL:
IN SKETCH:
Sketch Picture
Spline
Rectangle
Line
Arcs.
IN FEATURES:
Extruded Boss/Base
Lofted Boss/Base
Revolved Boss/Base
Sept Boss/Base
Reference Boss/Base
Projected Curve
Fillet
Mirror
Dome
Shell.


MODELLING PROCEDURE:
The first half of the radar was modelled with the help of blueprint and then the other half was
mirrored with the help of mirror tool.
The body of the radar was creating using Extruded Boss/Base and Revolved Boss/Base.
The antenna for the radar was also created using the Extruded Boss/Base.
The Lamp stand along with the connecting rod were created using the Swept Boss/Bass and
Mirror tool.
The Lamp was created by using the projected curve and then the curve was swept using swept
Boss/Base.
The horns were created using the Revolved Boss/Base, Dome, and Shell.
Then the fillets and chamfers were applied wherever necessary.
Finally, the part was saved by applying appropriate appearances.
7. FRONT SEAT:
Front seats feature two connected seats that are build back-to-back from one other. They have a built-
in storage unit underneath them. Lounge seats can also fully recline right back to make it easier for you
to kick your feet up and get more comfortable. The front seats in our model was placed before the
superstructure and also it has sun pads to rest on it. Sun pads are the gate way to reclaim lost space on
our boat.
COMMANDS USED TO MODEL:
IN SKETCH:
Sketch Picture
Spline
Line
Circle
Arcs
IN SURFACE:
Extruded surface
Lofted surface
Trim surface
Filled surface
Knit surface
Swept surface
Revolved surface
IN FEATURES:
Extruded cut
Revolved Boss/Base
Chamfer
Fillet
Mirror
Dome.


MODELLING PROCEDURE:
The Front seat of the yacht was also created with the help of the blueprint.
The first half was modelled, and the other half was mirrored using the mirror tool.
The front seat was placed before the superstructure facing the water features of the
superstructure and the back end must be placed on the bow of the yacht.
The body of the front seat was modelled using the swept surface, Extruded surface, filled
surface, lofted surface and the unwanted parts was removed using the trim surface.
Then the four rest beds were created using the Extruded Boss/Base and the dome was created
over the face of the beds separately.
Then the required fillets and chamfers were created with the extruded thin surface.
Finally, the parts were saved by adding the proper appearances.
8. MIDDLE SEAT:
Middle seats in our model were placed just behind the superstructure. It is provided with a luxury table
to dine out.it can be used to have casual meetings with the co-passengers.
COMMANDS USED TO MODEL:
IN SKETCH:
Sketch Picture
Rectangle
Line
IN FEATURES:
Extruded Boss/Base
Chamfer
Fillet
Mirror
Reference plane.


MODELLING PROCEDURE:
The Middle Seats was created using the Extruded Boss/Base and by applying the chamfers and
fillets as required.
All the Surfaces created must be knitted together by using the knit surface option.
The dining Table was also created using the Reference plane, Extruded Boss/Base, off-set,
Chamfers and Mirror.
Then the second half of the Middle Seats must be Mirrored symmetrically.
Finally, the part was saved by applying the proper appearances.
9. REAR SEATS:
The Rear Seats was placed at the end of the Deck surface. The Rear Seats consists of Locker Racks and
Steel Doors for our Stairs. The flag was also placed behind the rear seats since it’s the end part of our
yacht. To have a nice view from the yacht while having a drink the rear seats was also provided with
the slots to rest the Glass or Mug.
COMMANDS USED TO MODEL:
IN SKETCH:
Sketch Picture
Spline
Line
Circle
Arcs
Rectangle
IN SURFACE:
Extruded surface
Lofted surface
Ruled surface
Filled surface
Knit surface
Swept surface
Off-set Surface
IN FEATURES:
Extruded Boss/Base
Revolved Boss/Base
Reference Plane
Fillet
Mirror.


MODELLING PROCEDURE:
The Main body of the Rear Seats was modelled using Swept Surface, Off-set Surface and the
remaining portion was trimmed using Trim Surface Tool.
By using the Reference Plane, the seats were created with the help of Lofted Surface, Surface
Trim and Extended Surface.
The Flag Post was created using the Revolved Boss/Base and the Flag was created by drawing
the Required 3D Sketch and then the 3D Sketches were Lofted to form the Flag.
The Tail Lamps were created by using the Extruded Boss/Bass, Fillets and Mirror Tools.
The Steel Gates for Stairs was designed by using the reference plane and swept surface.
To remove the gaps, all the surfaces must be knitted together using the knit surface.
The required fillets and chamfers were created before mirroring the second half using mirror
tool and after mirroring the uncreated arears were filleted again.
Finally, the part was saved by adding the proper appearances.
ASSEMBLY:
An Assembly is a Document in which parts, features, and other assemblies are mated together. The
parts and subassemblies exist in documents separate from the assembly. For Example, in an assembly, a
piston can be matted to other parts, such as a connecting Rod or Cylinder. This new assembly can then be
used as a subassembly in a assembly of an engine. The Extension for a solid Works assembly File Name is
SLDASM.
ASSEMBLY COMMANDS:
Smart Mate – A Smart mate is an assembly mating relation that is created automatically.
Mate – A Mate is a Geometric Relationship, such as coincident, Perpendicular, Tangent, and so
on, between parts in an Assembly.
Mate Group – A Mate Group is a collection of mates that are solved together. The order in
which the mates appear within the Mate Group does not matter.
Sub-Assembly – A Sub-Assembly is an assembly document that is part of a larger assembly. For
Example, the Steering Mechanism of a car is a Subassembly of the car.
Insert Components – we can insert multiple instances of the group of components without
closing the property Manager.




ASSEMBLY PROCEDURE:
Import All the parts manually by using insert components option.
Then fix the Hull part by applying the Coincident mate to the top, Right and Front planes of the
assembly and Hull Respectively.
Then for each parts apply the necessary mates required by the blueprints using the coincident
mates, Angle Mates, Distance Mates, etc.
Advanced mates were also used wherever required.
The Final Assembly of “AMERICAN CHOPPER” IN THE GARRAGE WAS DESIGNED AS MY
PREVIOUS PROJECT.
RENDERING:
Rendering of the Solid works model is done using the Photoview360 and Solid works Visualize.
PHOTOVIEW 360 is a visualization and rendering solution include with solid works. Providing a highly
interactive environment for viewing designs as well as for creating Photo-Realistic Renderings it can be used to
showcase our designs.
SOLIDWORKS VISUALIZE provides a suite of standalone software tools that combine industry-leading
rendering capabilities with visual design-oriented features and workflow, allowing easy and fast creation of
visual content that communicates a design’s vision, passion, and emotion.
PHOTOVIEW 360:
Photo view 360 is a software package, separate to Solid Works, which generates digital lifelike images
from Solid Works files. Photo view 360 is an easy and quick way to produce high quality photorealistic images.
Environments – it can be looked upon as backdrops and can be applied in a similar manner as the
appearances are applied to faces or parts.
Appearances – There are a wider range of appearances in Photo view 360 then in Solid works. If we
wish to change appearances just drag and drop the chosen appearances onto the part and it will
replace the existing one.
Lighting – Lights may be added in the same way a photographer adds lights when taking photographs.
Photo view 360 uses the same lights as Solid Works but also uses lighting from the Rendering
Environment or scene. Photo view 360 has the sophistication to trace lights rays and reflection.
Scenes – Each Solid works model is associated with the Photo View 360 scene, for which you can
specify properties such as environment and backgrounds. Scenes help to put products on context.
Decals – images, such as company logo, can be applied to the models.
Output – The Rendered output from Photo view 360 can be viewed on the screen or saved to a
graphics file.
Options – Photo view 360 has its own options. Options allow you to customize the Photo view 360
settings to reflect your Preferences. Option is divided into output images setting, Rendering Quality,
Bloom, Contour Rendering and Direct Caustics.


SOLIDWORKS VISUALIZE:
Quickly and easily create professional, Photo-Quality images, animations, and other interactive 3D
content to get your Products to Market Faster.
SOLIDWORKS VISUALIZE allows us to leverage our 3D CAD data to create photo-quality content in the
fastest and easiest way we can- from images to animations, interactive web content, and immersive virtual
Reality. It brings our products to file. Solid works visualize is the “camera” for our CAD Data
Some Renderers are fast but output low-quality images. Some Produce great quality but takes six
months to learn. Other are easy to use but take four hours to render an image. SOLIDWORKS VISUALIZE
provides the right combination of quality, speed, and ease of use, and is the best Renderer.
SOLIDWORKS VISUALIZE PROFESSIONALS:
With SOLIDWORKS visualize professionals we can tell a deeper 3D story about our product using our CAD data.
The Features of SOLIDWORKS VISUALIZE Professional are listed Below,
Demonstrate products more effectively with full animation of parts, models, appearances, cameras,
and environments.
Import our SOLIDWORKS CAD Motion studies for truly photographic animations.
Quickly show off the final design with 0ne-click360- degree spins.
Create interactive web content such as interior panoramas and exterior VRs.
Present and compare varying design solutions side-by-side with multiple viewports and included
configurator tool
Unleash our creative side with customizable camera filters.
FULL ANIMATION SUITE (PARTS, MODELS, APPERANCES, CAMERAS & ENVIRONMENTS) :
Simple one-click 360-degree turntable animations make this type of output a breeze to create.
Part animation for animated exploded views, sequence animations, and more to explain complex
mechanical movements and details designs.
Camera animations with unique animation Ribbon, which is an intuitive 3D representation of how the
camera moves through the scene, making camera fly’s a snap to create.
Sun study output type allows visualize users to see what the play of light looks like across their model
throughout an entire day. This is perfect for interior designers who need to see how sunlight casts
shadows from their interior concept throughout a complete day sun-cycle.
CUSTOM CAMERA POST-PROCESSING (CAMERA FILTERS):
Unleash our creativity and add additional effects to your visualize content with customizable camera
filters and the new bloom filter, perfect for glowing LEDs, light and sun highlights.
RENDER QUEUE:
Similar to a printer queue, stack up render jobs to send all at once’s, for example at the end of the day,
to remain productive during work hours and allow all the renders to cook overnight. The integrated Render
Queue instantly boots productivity allowing us to never wait for a render to finish again.
PROCEDURE FOR CREATING VISUALIZATION:
Create new project by importing the required assembly or models into the SOLIDWORKS VISUALIZE.
Add the required appearances and environment, backplates and lights.
By using the camera tool position the designed model in a realistic view.
Make sure that the model touches the floor. It can be achieved by using snap to the floor option on
models
By applying the required settings, the required outputs can be rendered using the output tool.
RENDERED SAMPLES:





CONCLUSION:
Thus, the project Design, Assembly and Photo-Realistic Rendering of American Yacht was modelled and
Rendered Successfully.