Help with Ski Goggle Build

Would anyone have some advice on how to build a ski goggle frame model similar to the one attached? Ideally, I would need to model it in NURBS as it’s a production model. Any help or advice would be greatly appreciated such as build methods, tools etc.
Goggles_3dm.stp (5.0 MB)

this may help-

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Hi Conor, I have some ideas on this topic to get you started:

  1. Dial in the overall shape of the goggle first before you start building out the frame, drawing onto the front of your lens blank geometry as your primary surface. Advanced: use UnrollSrfUV and Flow Along Surface commands to be able to work flat in 2 dimensions and then easily Flow your geometry into 3D.
  2. Consider your lens attachments, and how the forces will act with the flexible frame against the lens when the strap is under tension (these don’t look good to me - compare how other similarly-styled goggles are attached, and which ones work well and which don’t).
  3. Use Offset Curve on Surface and Fin as you work in 3D.
  4. Assume that your mold pull directions will be front, back, top, bottom, ends (strap exit direction), and that the mold will have a floating core with a lens blade that gets stripped hand stripped from the mold.
  5. Remember that a goggle is a flexible product in real life. It’s easy to forget that!

this video has been a great starting point thank you!

I think the difficulty I’m having is isocurve density when offsetting curves / projecting curves on and off surfaces. It’s creating a very messy build!

Hello Hanscad,

Thank you for your reply! These tips have been really useful.

I think I have the shape nailed down, What I’m struggling with is getting clean geometry when offsetting on surfaces / projecting curves and various surface blends

Hi Kyle, do you have any tips for creating the frame similar to your video but on a more curved surface? As you can see my isocurve density is getting a bit too much. So far a lot of my methods have been various sweeps, blends and offset curves on/normal to surfaces.

Tbh I wouldn’t worry about isocurve density, as long as the surfaces are clean. These seem fine to me tbh. Rhino tends to double (?) isocurve rows in many/most cases if you start building from those surfaces. If they start to knot up, or you want to just manipulate control points directly, mash that Rebuild command. In association with Split and Match (Srf/Crv), and/or Remove Knot. @theoutside may be able to point us to some related tutorials on that?

Sweep1, with Align with Surface and Refit Rail is another good command for you btw.

This is looking good btw! Who are we building a goggle for?

I’m modelling them for a start-up company who are looking into manufacturing them. Managed to get a bit further with the help of some subD modelling and the tips you provided! thank you.

These specific ones will have a magnetic / interchangeable lens.

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your isocurve density is high, but not insane. I usually do not worry about it on stuff like this where you are not tracking highlights down a huge surface like a car body side.

the only way to keep your isos low is to rebuild your curves and surfaces, and you will easily be doubling your work.

The question I always ask, “am I gaining anything with this extra work?”

will my model fail to print, data transfer, be attractive, or be useful for production because of it’s iso curve count?

if the answer is no, then carry on.

if you want to learn about “clean single span-ish” modeling, watch Sky Greenawaldt’s essential web series, primary surfacing. link below-