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You don’t really want an *.svg for this - those are only vector files, which are purely 2D. You want a 3D model, from which you can set up your CAM operation.
E&K give a link to Thingiverse where you can download mesh files (*.stl) for any state. You’ll have to convert that mesh into a model, which is where the challenge lies. I used MeshLab to convert the triangle mesh to a quad mesh, exported as an *.obj, then imported into Fusion 360 and converted into a model.
that’s where i have the problem. I followed the directions they gave and it looks nothing like what they ended up with. I am a noob and after about 8 plus hours im defeated. do you know anyone that can do it for me for a decent price?
I’m gonna beg to differ @cg49me. That qualifies as 2.5D and can be accomplished with an .svg drawing.
There are websites who can generate these. This is a starting point Terrain2STL
@EricLavoie, search the forums here for maps. There are some awesome ones with links to how they did it.
You’re correct, it could be, but you’d need to make at least one separate curve for each layer, and “mountains” and similar disconnected island features for a given layer would require more. That’s an especially tedious way to do it. You’d still have to go through the mesh-to-something conversion anyway, might as well go mesh-to-model and let CAM do the heavy lifting for you.
The way E&K did it was to perform a 3D adaptive operation in Fusion 360 with the finishing stepdown set to their desired layer height.
That’s a great method for staying entirely in F360 @HaldorLonningdal. The only “problem” is that your end model is still composed of triangles, and F360 works in quads, so if you try to scale or edit your model you can end up with some wonkiness. The pain is that, even though F360 has a mesh editing environment, it doesn’t have a utility for converting/interpolating from triangles to quads (yet? hopefully…). For the moment you have to use an external application (i.e. MeshLab) for that part.
BUUUUUT, since you’re reducing the number of faces (polygons/triangles) as your first step, that makes the triangle-based model alot easier for F360 to chew on. Totally valid method, and honestly might be the best choice for you, @EricLavoie, since you’re not looking for anything super detailed.
I havent found a way within F360 to convert to quad yet, only reference I can find is by using Autodesk Remake.
Besides facet count the main “limitation” are the flat polygons the solid is generated into. Finding a simple way to smooth them out would be sooo nice
The simulation of 3D Adaptive only (no 3D detail pass) though look like it can work fairly fine as-is as the flat triangles dont show. The tool path do have some straights/edges but not as apparent.
Here is an STL-file I tested with earlier today, works great.
It is high-poly and need a round of tweaking in Meshmixer. It is also exaggerated in elevation so a rescale along the Z-axis may be something to consider. It would depend on the effect you may aim for.