Lockheed P-38 Lightning model
In this tutorial you will create the exterior of a classic,
WWII airplane, the Lockheed P-38 Lightning. You'll use primitive objects and
modifiers to create the parts. Viewport background bitmaps will act as guides to
help you shape your plane.
Note: This tutorial is a basic tutorial, but we suggest that
you do this after completing the Introduction > Introductory Tutorial >Animated Still
Life lesson. You'll need to know how to select objects and vertices and
navigate around the viewports.
Skill Level: Beginner to Intermediate
Time to complete: 1 hour 30 minutes
Features Covered in This
Tutorial
Upon completion of this tutorial, you will be able to:
-
Set up the viewports with background images to help in building
the model.
-
Use primitive objects as the basis for each part of the
airplane.
-
Edit the model at sub-object levels.
-
Adjust the pivot point and hierarchy of the model in
preparation for use with a game engine.
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\p38_lightning
directory. Before starting the tutorials, copy the
\tutorials folder from the disc to your local
program installation.
- Setting Up the Airplane
Scene
- Setting Up Viewport
Backgrounds
- Creating the Wings
- Adding the Stabilizer and
Rudders
- Creating the Sponsons
- Creating the Gondola
- Finishing the Plane
Setting Up the Airplane Scene
The first task is to set the modeling units to meters and
create a calibration box. Aircraft designers have always used the metric system
for specifying dimensions. As a default, 3ds Max is set to generic units, so
you'll need to change this.
Set up units of measurement:
-
From the Customize menu, choose Units Setup.
The Units Setup dialog appears.
-
Choose Metric, then click OK.
Now when you create anything, the dimensions
will be displayed in meters.
-
In the Create panel, on the Object Type
rollout, click Box.
Look at the Parameters rollout; the size
values are now displayed in meters.
The next step is to set up the viewport
backgrounds.
Build the calibration box:
An actual P-38 has a wingspan of 15.85 meters,
and a length of 11.532 meters. With the wheels extended, it has a height of 3
meters. You'll use this information to make a box of that size so you can get an
idea of how much space the model will take up.
-
Activate the Top viewport.
-
In the Create panel, on the Object Type
rollout, click Box.
The Box button turns gold to show it's active
and ready to create.
-
Open the Keyboard Entry rollout, and enter the
following values (you needn't type the "m"; 3ds Max adds it automatically when
you press
Enter or
Tab):
-
-
-
Tip: You can use the
Tab
key to move from one field to the next.
-
Once these values are entered, click Create.
A box appears in the viewports.
-
In the command panel, name the object
calibration box.
-
In the viewport navigation
controls at the bottom-right corner of the interface, click Zoom Extents All.
The box is now visible and centered over the
three background bitmaps. It doesn’t matter if your box is a different color
than the one in the illustration.
- Setting Up Viewport
Backgrounds
Setting Up Viewport Backgrounds
You can load images or drawings in viewport backgrounds to use
as patterns for building your airplane. Each viewport can have its own
background, so you can load a corresponding image in the Front, Side, and Top
viewports to guide you as you build your model.
In general, when modeling something you've previously
visualized or seen, it's best to start with sketches from several different
viewpoints, such as top, side, and front. Also, the drawings should all be to
the same scale, if possible. In this lesson, you'll use three drawings of an
P-38 Lightning taken from WWII plane-spotting cards.
Set up viewport backgrounds:
-
Move your cursor to the Top viewport and
right-click to make it active.
-
On the menu bar, choose Views > Viewport
Background.
Tip: You can also use the keyboard shortcut,
Alt+B.
-
In the Viewport Background dialog's Background
group, click Files.
-
Navigate to the
\tutorials\p38_lightning folder and choose
p38topview.jpg. Click Open.
-
In the Aspect Ratio group, choose Match
Bitmap. Click OK.
A sketch of the top view of the fighter is
visible in the Top viewport and the Viewport Background dialog closes.
-
Turn off the grid display by pressing the
G key.
-
Choose Views > Viewport Background to again
open the Viewport Background dialog.
-
At the lower left, click the arrow by the
Viewport field, and choose Left.
The Left viewport becomes active.
-
Click Files and choose
p38leftview.jpg
for the Left viewport. Again, choose Match Bitmap. Click OK. Turn off the grid
display again.
-
Right-click in the Front viewport and press
Alt+B to open the Viewport Background dialog again. Click Files
again and choose
p38frontview.jpg for the Front viewport. Choose Match
Bitmap, then click OK. Turn off the grid display.
Next you will zoom and pan each view to more closely match the
background images to the calibration box to make sure the three viewports are in
the same scale. Each image is currently centered within the calibration box.
Calibrate the viewports:
-
Activate the Top viewport.
-
In the viewport navigation controls, at the
lower right, click Zoom. Zoom the Top viewport until the width of the box
matches the width of the wings. Match the wingspan as closely as you can.
-
Click Pan in the viewport controls, and then
pan the viewport to center the box over the bitmap vertically. It won't be
perfect, the two rudders will extend slightly beyond the calibration box.
-
Zoom the Front viewport. Again match the
wingspan first using zoom, then pan to adjust the vertical height. Since the
landing gear is not shown in the plane-spotting card, align the top of the box
with the tops of the rudders.
-
Now repeat zooming and panning in the Left
viewport.
All three viewports are now calibrated so the
picture in the viewport represents the approximate dimensions of the P-38.
You can zoom and pan the background images in the viewport if
you want to center or enlarge them. To zoom or pan the background images do the
following:
Zoom the background images and calibration box:
-
Activate the Top viewport, then choose Views
> Viewport Background.
-
Turning on Lock Zoom/Pan locks the background
image and objects together, so if you use the zoom or pan buttons from the
viewport navigation controls, you can zoom in on the background image and
objects or shift them horizontally or vertically.
This is very handy if you have a detailed
background sketch and know you will be zooming in to work on objects.
-
Repeat this for the Left and Front viewports.
You will notice the background image shifts
when you close the Viewport Background dialog.
Tip: Sometimes the background image can shift out of alignment
with your geometry. This is inconvenient, but there is a workaround.
If you open up a saved file or notice the background image has
shifted, do one of the following:
-
Use the viewport navigation Zoom and Pan
buttons to make the background images the correct size and position in the
viewports. Turn off Lock Zoom/Pan, and then use the same navigation tools to
align the geometry with the bitmaps. You can use
Ctrl+Alt+B
to toggle Lock Zoom Pan.
-
You can also move the objects in the
scene to match the background image. Then if you use Zoom Extents, the image
will be centered with the geometry.
Hide the calibration box:
-
You don't need the calibration box now, so you
can hide it. To do so, select the box in any viewport, right-click, and then
choose Hide Selection from the quad menu.
You can always unhide the calibration box and
repeat the above procedure to re-calibrate. To unhide the box, go to the Display
panel and choose Unhide By Name, then in the dialog, select the box.
-
Save your work as
myp38_backgrounds.max.
There are many different modeling approaches you could take to
building the wings. Here, you'll use a Box primitive with a Taper modifier.
You'll be continuing from the previous section,
Setting Up Viewport
Backgrounds or open
p38_calibrated_start.max from the
\tutorials\p38_lightning folder.
Create the wing using a box:
-
On the Create panel, on the Object Type
rollout, click Box.
-
In the Top viewport, do the following to draw
a box from upper left to lower right, approximately around the front wingspan:
-
Click once at the upper left, then drag to the
lower right with the mouse button down. As you move the mouse, the values for
length and width change in the parameter fields.
-
When you release the mouse button, you have
set the length and width of the box, and now are setting the height, which you
can see increasing in the Perspective viewport. Moving the mouse up creates a
positive height, moving down creates a negative height. As you move the cursor
the values change in the parameter fields.
-
Click again to set the height.
-
On the Create panel, you can immediately
adjust the values in the Parameters rollout. Enter the following values:
You need to increase the number of segments so
the modifiers for tapering and bending the wings will work correctly.
-
In the Name and Color rollout, type
wing.
The object is now named
wing.
Next you'll change the shape of the wing's
profile so it looks like an airfoil.
Shape the wing into an airfoil:
-
Activate the Left viewport, and make sure the
wing is selected.
-
From the viewport navigation
controls, click Zoom Extents.
You'll zoom in on the wing object.
-
From the menu bar, choose Modifiers > Mesh
Editing > Edit Mesh.
You'll need this to perform some sub-object
editing to the vertices that make up the wing.
-
In the Selection rollout, click
the Vertex button.
Look at the box in the Left viewport with
vertex selection on. Each tick you see is actually twelve vertices lined up on
top of one another. When you want to select and move them, you need to drag a
selection window around them. Otherwise you will only select one vertex, rather
than all of them.
-
Draw a selection window around the upper right
set of vertices.
The X,Y,Z tripod jumps to the selection set
and the selected ticks turn red.
-
Hold down the
Ctrl key and
drag a selection window around the vertices at the lower right.
The
Ctrl key allows you to
add to an existing selection set. The X,Y,Z tripod jumps to the center of the
selection set.
On the main toolbar, click the Select
and Move button and move the cursor over the X axis of the tripod. Click and
drag the cursor to the left so the leading edge of the wing looks beveled.
-
Click Select And Non-Uniform Scale.
Then scale the vertices along the Y axis to 75%.
Tip: Watch the Y field of the coordinate read
out at the bottom below the time slider.
-
Drag a selection window around all the
vertices in two center columns of vertices.
-
Move this set of vertices along the X
axis to the right about 0.5m.
Again, watch the coordinate readout at the
bottom.
-
Drag another selection window around the
vertices at the upper left corner. Then hold the
Ctrl key
and drag a selection window around the vertices at the lower left corner.
-
Move this set of vertices along the X
axis to the right about 0.8m.
-
Click Select And Non-Uniform Scale,
hold down the
Ctrl key and drag a selection window around
all the leftmost set of vertices.
-
Scale this selection set along the Y axis to
75%
Now that you have your airfoil, you'll make
further changes to the shape of the wing using a Taper modifier.
Add a taper modifier:
-
Activate the Top viewport, and
make sure to turn off Vertex mode.
-
From the menu bar, choose Modifiers >
Parametric Deformers > Taper.
An orange taper gizmo appears in the viewport
over the box.
-
On the command panel, in the Taper Axis group,
change the Primary value to
X.
-
In the same group, turn on Symmetry.
-
Set the amount of the taper to
-1.3.
Next you'll move the Taper Center to refine
the wing’s shape.
-
In the modifier stack display, expand the
Taper hierarchy by clicking the box marked with a plus sign. When the Taper
expands, click Center.
At the Center sub-object level, you can adjust
the location of the center of the Taper. Moving a modifier’s center will alter
its results.
-
In the Top viewport, move the center of the
taper forward along the Y axis toward the nose of the plane, until the wings’
shape more closely matches the background image.
-
When you've finished moving the center, click
Taper in the modifier stack to turn off the Center sub-object selection.
-
The Taper has affected the height of the
wings. In the modifier stack, click Box, then increase the wing height to
0.4318m.
Note: Because you're making a change that
affects a topology-dependant modifier, Edit Mesh, you'll see a warning. Click
Yes to make the height change. If you're not sure, click Hold/Yes. Hold/Yes
creates something like a clipboard copy of the entire scene. If the change you
make is undesirable, use Edit menu > Fetch to restore the scene to its state
before you made the change.
-
Activate the Front viewport and move the
wing along the Y axis so it is centered over the background bitmap.
Next you'll convert the box to an editable
polygon object, and then move some vertices to round off the wing tips.
Convert the box:
-
Save your file as
myp38_wing.max.
Tip: Get in the habit of saving your scene
frequently at key points. Saving before converting the box is a good time,
because the conversion removes the stack parameters. If, at a later time, you
find that you have to make further adjustments to the Box geometry or Taper
modifier, you can reload the saved model.
-
In any viewport, select the box, if it's not
already selected.
-
Right-click and choose Convert to: >
Convert to Editable Poly.
The box is now an editable poly object.
Round off the wing tips:
-
On the Selection rollout on the
command panel, click Vertex.
Some vertices from previous operations are
already selected.
-
In the Top viewport, draw a selection window
to select the vertices in the upper-left corner of the wing. While holding down
the
Ctrl key, drag another selection window around the same
set of vertices at the opposite wing tip.
-
On the main toolbar, click Select And
Non-Uniform Scale. Then use the Transform gizmo to scale the vertices in the top
view so the ends of the wing tips are rounded.
-
Repeat the vertex selection and scaling until
the wing tips are rounded.
In the Top viewport you need to select all the vertices on the
outside edges of the wings. You can accomplish this by using the selection
rectangle with the
Ctrl key.
Add a Bend modifier:
-
In the Selection rollout, click Vertex to turn
it off.
-
Click the arrow to the right of the Modifier
List. In the drop-down list, find the Object-Space Modifiers group, and choose
Bend.
-
-
Change the Bend Angle to
-20.
-
Just for fun, spin the Direction spinner.
Watch the wings stroke in the air. Right-click or press
Ctrl+Z to undo when you're done having fun.
-
Save your work as
myp38_wing2.max.
Next, you'll add the stabilizers and rudders.
These are easy to do.
- Adding the Stabilizer and
Rudders
Adding the Stabilizer and Rudders
Continue from the previous lesson,
Creating the
Wings or open
p38_wing.max from the
\tutorials\p38_lightning folder.
In this lesson, you'll add the horizontal stabilizer and the
twin rudders. You'll use cylinders and editable poly techniques to build these
pieces.
Add the horizontal stabilizer:
-
Click the Top viewport to activate it.
-
From the Create panel, click Cylinder.
-
In the Top viewport, drag out the radius of
the cylinder in the center of the horizontal stabilizer. When you release the
mouse button, you then drag to set the height of the cylinder. Moving the mouse
upward gives a positive height; moving it downward gives a negative height. Give
it a positive height.
-
Edit the Parameters, as follows:
-
In the Name And Color rollout, type
stabilizer.
Naming your objects proves useful later.
-
Right-click the cylinder and choose Convert
to: > Convert to Editable Poly.
-
In the Modify panel, on the
Selection rollout, click Vertex.
Now the vertices are visible in the cylinder.
-
Select half the vertices, and move them
to the right. Select the other half of the vertices and move them to the left.
-
Click Vertex selection again
to turn it off.
-
In the Front viewport, move the
stabilizer up along the Y axis so it lines up with the background image.
Next, you will construct the twin rudders.
Just like the stabilizer, you'll use a cylinder, converted to
an editable poly object, to create one of the rudders. In this case, you'll use
the soft-selection feature when you select and move vertices. After the rudder
is properly shaped, you'll use the Symmetry modifier to create the second
rudder.
Create the twin rudders:
-
Click the Left viewport to active it
and click Zoom Extents if necessary.
-
On the Create panel, turn on Cylinder.
-
In the Left viewport, draw a cylinder over the
rudder.
-
Set the following parameters:
-
On the Name And Color rollout, enter the name
rudder.
-
Click the Modify panel tab, and then
right-click the Cylinder in the modifier stack. Choose Convert To: Editable
Poly.
The modifier stack no longer shows the
cylinder; it now shows Editable Poly instead.
-
In the Selection rollout, click
Vertex.
-
In the Left viewport, drag a selection window
around the top vertices.
Remember that there are vertices at the top
and bottom of the cylinder, so even though a single red dot appears in the
viewport, you are actually selecting two vertices.
-
Open the Soft Selection rollout, and turn on
Use Soft Selection.
Now the red dot is flanked by yellow-green
dots.
-
In the Soft Selection rollout, increase the
Falloff value to
1.524m.
The selection expands in the viewport.
-
Using the Transform gizmo, move the selection
upward to shape the rudder.
-
Select the bottommost vertex, and move it down
to finish the shape.
-
In the modifier stack, click Editable Poly to
turn off sub-object selection.
-
In the Top viewport, select and move the
rudder to the left into position.
Use Symmetry to create the second rudder:
There are several ways that you could create
the second rudder but you'll use the Symmetry modifier for this part of the
lesson.
-
Make sure port rudder is selected and open
the Modify panel.
-
Open the Modifier List and select Symmetry.
-
In the Parameters rollout, change the Mirror
Axis to
Z.
-
In the modifier stack display, expand the
Symmetry hierarchy by clicking the box marked with a plus sign. When Symmetry
expands, click Mirror.
At the Mirror sub-object level, you can adjust
the location of the mirror axis.
-
In the Top viewport, drag the Mirror gizmo to
the center of the stabilizer. When the new rudder lines up with the background
image, release the mouse button.
-
Click Mirror again to turn it off.
-
Rename the object
rudders.
The Symmetry modifier adds geometry to an
existing object. It does not make a clone of the original so both rudders are
treated as a single object.
-
Save your work as
myp38_wing_and_tail.max.
In the next lesson,
Creating the
Sponsons, you'll create the sponsons that support the tail section and house
the engines.
(Optional) Separate the rudders:
It's not really necessary, but if you want to
separate the rudders, you can do so by adding an Edit Mesh modifier.
-
Open the Modifier List and apply an Edit Mesh
modifier to the rudders.
-
From the Selection rollout, choose
Element.
-
In the Top viewport, select the right-hand
rudder.
-
From the Edit Geometry rollout, click Detach.
The Detach dialog appears.
-
In the Detach As field, enter the name
starboard rudder and click OK.
-
Turn off the Element button and rename the
selected object as
port rudder.
The P-38 was a rugged aircraft because it had twin sponsons
that supported the tail, housed the engines and superchargers and contained
self-sealing fuel tanks. The airplane could sustain damage to either side, and
still fly, thus presenting a formidable challenge to any opponent in a dogfight.
In this lesson, you'll model the sponsons using the same
techniques you've already practiced on the wing and tail section. You'll also
use the Bevel tools to create the engine exhaust gates.
Create the starboard sponson:
-
Continue from the previous lesson,
Adding the Stabilizer and
Rudders or open
p38_wing_and_tail.max from the
\tutorials\p38_lightning folder.
-
On the Create panel, click Cylinder.
The Cylinder button turns gold, showing it is
active and ready to use.
-
In the Front viewport, drag a cylinder out
over the left sponson so the radius approximates that in the background image.
Don't worry about the height, you'll adjust
that in a moment. Drag the height to any value. It doesn't matter.
-
Edit the Cylinder parameters, as follows:
-
On the Name and Color rollout, change the name
of the object to
starboard sponson.
-
In the Top viewport, move the cylinder
so it is over the left sponson of the background image. Position it so the
propeller spinner is visible.
-
Go to the Modify panel. From the Modifier
List, find the Object-Space Modifiers group, and choose Taper.
-
In the modifier stack, expand the Taper
hierarchy so the Center and Gizmo are visible, then click the Center to select
it.
-
In the Top viewport, move the center so it is
at the front of the cylinder.
-
In the stack, click Taper to turn off
sub-object selection.
-
Now adjust the taper Amount to
0.8.
-
In the Front viewport, rotate the
sponson about 15 degrees about its Y axis so the left and right sides are
vertical.
Tip: You can also enter
15 into the Y coordinate read out at the bottom to be
precise.
To further shape the sponson, you'll repeat
the same technique as before. Convert to Editable Poly, then select rows of
vertices and move them into position over the background image.
The propeller cap is called the “spinner”, and you'll create
this component at the forward end of the cylinder using a hemisphere and
AutoGrid.
Add the propeller spinner:
-
Zoom into the Perspective viewport so you
have a close view of the front end of the cylinder. Right-click the viewport
label, and set the shading mode to Smooth + Highlights and Edged Faces.
-
Open the Create panel. In the Object Type
rollout, click to turn on Sphere.
-
Turn on AutoGrid, the check box below Object
Type. Now move your cursor over the surface of the end of the cylinder.
An axis tripod follows your cursor, showing
you where the sphere will be drawn.
-
In the Parameters rollout, turn on Base To
Pivot.
This lets you draw a sphere off the end of the
cylinder.
-
Move your cursor over the end of the cylinder,
and draw a sphere.
It doesn't matter what size; you will adjust
the parameters after you draw it.
-
Edit the Parameters, as follows:
-
-
-
Now instead of a sphere, there is a
hemisphere.
-
Rotate the hemisphere so the 12
segments of the cylinder and the hemisphere are at the same angle. Fifteen
degrees about the Y axis.
-
On the toolbar, click the Align button,
then click the cylinder. In the Align Position (World) group, turn on X Position
and Z Position. This properly aligns the hemisphere and the cylinder. Click OK
-
Rename this object
starboard spinner.
-
Save your scene as
myp38_sponson.max.
You'll be converting the sponson cylinder to
an editable poly so it's a good time to save your scene.
Finish shaping the sponson:
-
Select the sponson cylinder object and
right-click. Choose Convert To: > Convert To Editable Poly from the quad
menu.
-
In the Selection rollout, click
Vertex.
-
In the Left viewport, select a column
of vertices and then on the toolbar, choose Non-Uniform Scale from the scale
flyout. Non-uniform scale them closer together, watching the bitmap as a guide.
Then right-click, choose Move from the quad menu, and position the row.
-
Repeat this process for all seven columns of
vertices in the Left viewport, so the outline of the sponson matches the
background more closely.
-
Click the Vertex selection
button to turn it off, then select the spinner hemisphere in the viewport.
-
Move the propeller spinner away so you can see
the end of the sponson in the Perspective viewport.
-
Select the cylinder again and
turn on Vertex selection.
-
Select the vertices in the forward end of the
cylinder and non-uniform scale them about the X axis only. Use the Transform
gizmo X arrowhead, and watch the coordinate display in the status bar. Scale
down to
60 percent along the X axis.
This returns the end of the cylinder to a more
circular shape.
-
Turn off sub-object selection by clicking
Vertex again in the Selection rollout, then move the hemisphere back into place.
Change its radius so it fits over the end of the sponson again.
Finish the propeller spinner:
-
Collapse the hemisphere to an editable poly by
right-clicking, and choosing Convert to: Convert to Editable Poly.
-
In the Perspective viewport, select the vertex
in the center of the hemisphere.
-
In the Soft Selection rollout, turn on Use
Soft Selection and adjust the Falloff so the second ring of vertices turns
yellow, but the last rows do not. Move the selection forward along the Y axis.
-
Lower the soft selection so only the vertex at
the tip is selected, and move the tip forward to form the bullet shape.
-
Click the Vertex selection
button to turn it off.
The sponson is almost finished. There is a
blister on either side of the sponson that serves as the exhaust waste gate
outlet. You'll create this next, using the Bevel features.
-
Save your scene as
myp38_sponson2.max.
Create the exhaust gate outlet:
-
-
Turn on Vertex selection for the
sponson.
-
In the Top viewport, select the third row of
vertices from the top and move them down so they are at the end of the exhaust
gate.
-
Select the fourth row and move them up, so
they are positioned at the start of the exhaust gate.
The vertices now line up in the top view, but
need adjustment in the left view.
-
In the Left viewport, scale the selected
vertices smaller along the Y axis, as necessary against the profile of the
background image.
-
On the Selection rollout,
choose Polygon.
This lets you select polygons instead of
vertices.
-
Make sure the Select Object button is
turned on. In the Left viewport, drag a selection window over the polygons shown
in the illustration below.
The selected polygon displays in red. If you
don't see a fully shaded polygon, only surrounding edges, right-click the Left
viewport label and choose Configure. In the Rendering Options group, turn on
Shade Selected Faces.
Note: It's important to have Select Object
active here. If Select And Move were active instead, after making the first
corner of your selection window you'd start dragging the polygon around, giving
you undesired results.
-
On the Edit Polygons rollout,
click the Bevel Settings button to open the Bevel Polygons dialog.
-
Set the Height setting to
0.152m. Set the Outline Amount to
-0.095m. Click OK.
-
Region Zoom around the exhaust gate in
the Left viewport.
Because you have Lock Zoom/Pan turned on for
the background image, you might see a dialog warning that some amount of memory
is necessary to redisplay the background. Click Yes.
-
Once again, use a selection window to select
the newly created polygons at the front of the exhaust gate, and then hold down
the
Ctrl key and drag another selection window across the
polygons at the rear.
This will also select the polygons on the
opposite side of the sponson.
-
Click the Bevel Settings button
and set the Height to
-0.1m and the Outline
Amount to
-0.025m. Click OK.
-
In the modifier stack, click Editable Poly to
exit the sub-object level.
-
Save your scene as
myp38_sponson3.max.
Next, you’ll clone the starboard sponson and
spinner to make the port sponson and spinner.
Clone the sponson:
-
Select the sponson, if it isn't selected
already.
-
Hold down the
Ctrl key and
click the propeller spinner.
Now both objects are selected.
-
In the Top viewport, hold down the
Shift key and move the selected objects to the right.
The Clone Options dialog appears.
-
Name the clone
port
sponson and click OK.
-
Select the new propeller spinner on the port
side and rename it to
port spinner.
Tip: Feel free to change the colors of all the
objects so the plane looks more realistic.
-
Save your work as
myp38_nogondola.max.
All that remains is the central gondola and
canopy detail.
The plane is starting to look like a P-38, but it's missing the
central gondola, the pilot cockpit. You will create the gondola using the same
techniques you learned when you shaped the sponson. To ensure that the gondola
is symmetrical, you'll use the Symmetry modifier.
Load a start file:
-
Continue from the previous lesson,
Creating the
Sponsons, or you can load
p38_build_gondola.max found in the
\tutorials\p38_lightning folder.
Create the gondola:
-
Go to the Create panel, and on the Object
Type rollout, click to turn on Cylinder.
If you're continuing from the previous lesson,
make sure AutoGrid is turned off.
-
In the Front viewport, drag out a cylinder
over the gondola, until the radius approximately matches the height of the
gondola in the background image.
Watch in the Top viewport as you drag the
height of the cylinder, since the Front viewport will not show any difference.
-
Edit the cylinder's parameters, as follows:
-
In the Name And Color rollout, name the object
gondola.
-
If necessary, move the gondola object in
the Top viewport so the top lines up with the trailing edge of the wing.
-
On the Modify panel, adjust the height of
the cylinder so it is even with the end of the sponsons, as illustrated below.
Shape the gondola:
-
Go to the Display panel, and hide everything
but the gondola by clicking Hide Unselected in the Hide rollout.
-
Go to the Modify panel. In the modifier
stack, right-click Cylinder and choose Convert To: Editable Poly.
Now you can reposition the vertices over the
background images.
-
On the Selection rollout, click
Vertex.
-
Starting at the rear of the gondola, in the
Left viewport and do the following:
-
Select the leftmost column of vertices.
-
On the toolbar, choose Non-Uniform Scale from
the Scale flyout.
-
Scale them to the approximate size to match
the background image.
-
Move them down to match the background image
as well. Alternate between scaling and moving as you work your way forward.
-
With all that work done, save your scene as
myp38_gondola.max.
-
Activate the Top viewport and repeat the
previous process. Select one row of vertices at a time and position them over
the background image using Scale and Move tools. Using the Transform gizmo,
scale each row only along the X axis.
-
In preparation of building the canopy, move
and scale columns of vertices to match the outline of the cockpit in the Left
viewport.
-
Activate the Perspective viewport and start
creating the nose by selecting the single vertex at the center of the cylinder
cap. Then turn on Soft Selection and adjust the Falloff so the next ring of
vertices turns yellow.
-
While watching the Left and Top viewports,
move the soft selection forward to form the nose. Turn off Soft Selection, and
move the single end vertex to create the point.
-
The nose might be a little too pointy, so from
the Left and Top viewports, scale an move the second column of vertices to round
the nose.
-
To unhide the rest of the airplane, on the
Display panel, choose Unhide By Name. Select all the components you have created
(everything except the calibration box).
-
Change the color of the gondola to match the
rest of the plane.
-
Make adjustments as needed. Select the row of
vertices at the rear of the gondola and move them along the Z axis in the
Perspective viewport, so the rear taper is hidden in the wing.
You might also have to select the gondola and
wing and move them up.
-
Save your scene as
myp38_gondola2.max.
You can create the canopy using a couple of editable poly
tools. You'll cut and chamfer to create this detail of the cockpit.
Add the canopy:
-
In the Perspective viewport, select the
gondola, if it's not already selected, and zoom in so you can see a close view
of the cockpit area.
-
On the Selection rollout, click Edge,
then turn on Ignore Backfacing.
-
On the Edit Geometry rollout, turn on Cut.
-
Cut new edges into the cockpit. Click to set
the beginning of an edge, then move the mouse to draw the new edge. Click again
to set the end of the edge.
-
Arc Rotate the view and make the same
cuts on the other side of the cockpit.
-
Click Cut again, to turn it off.
Now, you can chamfer edges to create the metal
frame of the canopy.
-
In the Selection rollout, turn on Ignore
Backfacing and select the edges around the cockpit, as illustrated below.
-
In the Edit Edges rollout, turn on Chamfer.
Move your cursor over one of the selected edges, click and drag up until it
looks like the illustration below, and then release the mouse button.
-
You can apply a transparent material to the
canopy faces for extra detail. If you don't know how to create materials and
apply them to polygons, see
Creating Multi/Sub-Object
Materials.
-
Save your work as
myp38.max. Or you can open the completed file
p38_lightning.max found in the
\tutorials\p38_lightning folder.
Make sure the gondola is symmetrical:
The Symmetry modifier has been added to
3ds Max specifically for the purpose of building symmetrical models such as
airplanes, boats and characters.
In the previous section, you cut a lot of
edges to make up the canopy frame and glass. Some of those new edges may not be
the same on either side of the gondola. Using the Symmetry modifier will ensure
that the gondola is symmetrical.
You can continue from the previous section of
open
p38_lightning.max.
-
Select the gondola object.
-
In the Perspective viewport, right-click the
gondola to open the quad menu and choose Isolate Selection.
-
Open the Modify panel and turn on
Element mode and select the gondola.
-
From the Edit Geometry rollout, click Slice
Plane.
The gizmo appears, but it's not in the right
orientation.
-
Click the Select and Rotate button
from the toolbar and enter
90 in the Z coordinate
field below the time bar.
-
If necessary, move the gizmo left or
right so it's centered on the gondola.
Tip: Zoom in the Top viewport to better adjust
the gizmo position.
-
When the gizmo is positioned correctly, click
the Slice button. Turn off Slice Plane.
-
Turn on Polygon mode and in the
Top viewport drag a selection window around the right side of the gondola.
Tip:
In the Selection rollout, make
sure Ignore Backfacing is turned off and maximize the Top viewport when dragging
the selection window.
-
Press the
Delete key and,
if asked if you want to delete isolated vertices, click Yes.
Note: You might have to zoom in on the rear
end of the gondola to select some very small polygons and delete them as well.
-
Turn off Polygon mode and choose
Symmetry from the Modifier List.
The Mirror gizmo appears at the gondola's
pivot point.
-
In the Parameters rollout out, turn off Slice
Along Mirror.
The new half is created and it is
automatically welded.
-
Turn off Isolation Mode to view the rest of
the model.
-
If you're working on your own P-38, there are
many more details you could add, such as propellers, machine guns, and landing
gear. Feel free to continue on your own. The
p38_lightning.max has some
detail added.
One major step remains: to link the plane into a single
hierarchy. Before it's airworthy, however, you'll also need to rotate it into
the proper orientation and adjust a pivot.
Load a start file
-
Continue from the previous lesson,
Creating the
Gondola, or you can load
p38_lightning.max found in the
/tutorials/p38_lightning folder.
To work properly with Microsoft Flight Simulator (FS), the
pivot point of an aircraft used by FS as its center, should be midway between
the propellers, and a quarter of the way back from the front of the wings. In
this procedure, you'll make that adjustment in the Top viewport.
Adjust the gondola pivot
-
Activate the Top viewport and press
Alt+W to maximize it.
-
Select the gondola object.
-
In the Command panel, click the Hierarchy
tab. In the Adjust Pivot rollout, click Affect Pivot Only.
-
Use Select And Move to move the pivot
downward along its Y axis so that the pivot is about a quarter of the way back
from the front of the wings.
-
In the Adjust Pivot rollout, click Affect
Pivot Only again to turn it off.
Currently the plane looks like a single object, but it's really
just a collection of unconnected parts. You can demonstrate this, if you like,
by moving one of the parts, such as the gondola (if you do move it, be sure to
undo before continuing). In this section, you'll connect all the parts into a
hierarchy, so that moving the gondola moves the entire plane.
Build a hierarchy for the plane
-
Using the Select And Link tool, link the
wing object to the gondola object. Click on the wing and drag the cursor over to
the gondola, then release.
-
Next, link the two sponson objects to the wing
object.
-
Continue linking until all objects belong to
the same hierarchy, with the gondola as the topmost node. You can start in the
Top viewport, but you'll probably need to use the others as you go along.
How you link objects is up to you; the only
firm rule is that the gondola must be above all the other objects in the
hierarchy. As a rough guide, link small objects to larger nearby objects. For
example, you might link the propeller objects to their related spinners, and
then the spinners to their sponsons. This would create a three-level hierarchy,
with the sponson at the top, the spinner as its child, and the propeller blades
as the spinner's children and the sponson's grandchildren.
As you work, keep switching to Select And Move
and move the gondola to see which objects come along with it. When you're
finished, no objects should be left behind when you move the gondola.
You can also check the hierarchy by
clicking the Select By Name button on the toolbar (or press the
H key), and on the Select Objects dialog, turn on Display
Subtree. This displays the hierarchy as an tiered list, with the parent object
at the top.
The final step is to rotate the plane so that it's pointing
upward in the Top viewport. Otherwise you'll start out flying backward.
Turn the plane around
-
In the Top viewport, select the gondola.
-
On the toolbar, click the Select And
Rotate button.
-
On the status bar at the bottom of the screen,
in the Coordinate Display area, enter
180 in the
Z field.
When you press
Enter, the
displayed value changes to –180.0, which is the same thing, rotation-wise.
Also, the plane reverses its orientation in
the Top viewport, facing upward.
-
Save your work as
myp38.max. Or you can open the completed file
p38_lightning_final.max.
In this tutorial, you learned more about low-poly modeling
using primitive objects like boxes, spheres and cylinders. You also made use of
a background image to help in the modeling process.
No comments:
Post a Comment