# Boat hull design

**URL:** https://discourse.shapr3d.com/t/boat-hull-design/26700
**Category:** Modeling Questions
**Created:** [July 10, 2023, 9:44pm UTC](https://discourse.shapr3d.com/t/boat-hull-design/26700 "2023-07-10T21:44:52Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![johnnydfred](https://sea2.discourse-cdn.com/flex002/user_avatar/discourse.shapr3d.com/johnnydfred/32/13789_2.png) [@johnnydfred](https://discourse.shapr3d.com/u/johnnydfred)
#### Post date: [July 10, 2023, 9:44pm UTC](https://discourse.shapr3d.com/t/boat-hull-design/26700/1 "2023-07-10T21:44:52Z")

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I’m interested in approaches to boat design in Shapr3D, insofar as the best ways to approach hull/skin design, and then creation of construction bulkheads - cross-section bodies of some designed thickness within a shelled or skinned body.

My preferred method has been to create the hull body first, then she’ll the body to a design thickness, and lastly “place and trim” the bulkheads at design locations. But this is not easy, or exact.

Thoughts on better ideas?

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### Author: ![Oregonerd](https://sea2.discourse-cdn.com/flex002/user_avatar/discourse.shapr3d.com/oregonerd/32/8012_2.png) [@Oregonerd](https://discourse.shapr3d.com/u/Oregonerd)
#### Post date: [July 11, 2023, 4:25pm UTC](https://discourse.shapr3d.com/t/boat-hull-design/26700/2 "2023-07-11T16:25:20Z")

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If you have the basics of creating the hull first, ribs and bulkheads should be doable with extrusion and the boolean tools I would think.
