Imperfect Circles in 3D

Hi all,

I have been using CC for a bit now but am trying some of the 3D features in CC7 Pro (764) for the first time. I am trying to make an “aggravation” game board with hemispherical divots to hold the game marbles. Following similar tutorials, I start by creating the base model, then using circles to subtract the spherical shape. Seems to work like it is supposed to except that the software and actual cut show sloppy cut outs. Surely I am doing something wrong?

Any help would be appreciated.

-Bill

How large is your stock?

Do you have the best possible quality set for both the 3D model (Job Setup) and preview (menu entry for that)

What size are the features?

Upload your file?

Please see:

I have tried it on a few different scraps. 0.5" - 0.75" thickness. The circle itself is 0.5" diameter. Model Resolution has been set to very high. I have tried a few things but currently have a 3d roughing pass with a #102 and finishing pass with #101 ball mill. Here is the test file I was playing with to try to dial in the circles.
aggr_3d_test.c2d (84 KB)

Let’s try it again using v8:

Is it supposed to be this shallow/thin?

Stock thickness is 0.75":

If we instead model to that thickness:

(after reducing the stock size)

and then model the divots as 0.25" deep:

we get:

The Contour toolpath should go to a separate group after the 3D work:

and you are cutting to a depth of 0.75", half-again the length of the cutting flute on a #102, so you should instead use a #201 or #251 and cut as a pocket down to tab height or the penultimate pass:

(you may want to consider adding tabs)

There really isn’t a reason to use a #102 for roughing for this shape and have the tool change to a #101:

and you were using the default stepover, a smaller value:

will yield better detail:

and you may want to add a second finishing toolpath at a different angle w/ an even higher stepover.

Attached as a v8 file:

aggr_3d_test_v8.c2d (252 KB)

Thanks for the quick reply. I’ll start to work through this and report back.