Now you give the cockpit
canopy its overall shape. You will add more detail to the geometry
in a later lesson.
Set up the lesson:
- Continue working from the previous lesson.
Block out the shape of the canopy:
- On the ribbon Polygon Modeling panel, click (Vertex).
- As you did for the top of the cockpit
(which is now the bottom of the canopy), in the Front viewport region-select
vertex groups, and move them to follow the
shape of the canopy in the blueprint image.
- In the Front viewport, region-select
the leading edge of vertices in the glass part of the canopy (the
upper part, above the fuselage), then in the Top viewport, scale the vertices along
the Y axis. This time, use the Left viewport to monitor your work
and match the model to the blueprint image.
- Repeat the preceding step for the row
of vertices immediately behind the row you just scaled.
NoteFor this row and
the next one, you won’t be able to duplicate the extreme round shape
shown in the Left viewport’s blueprint image. This isn’t a problem:
Later on, you will increase the curvature. For this step, approximate
the metal struts of the canopy, which in the blueprint image are shown
in the lighter color.
- And repeat the step once more for the
third row of vertices, at the top of the canopy before it narrows
again.
For this step, approximate
the outer edge of the canopy, shown in dark blue.
- In the Top viewport, click and Ctrl+click to select the three vertices
along the “ridgeline” of the canopy.
TipIf you select a vertex
you don’t want to move, use Alt+click
to deselect it.
- In the Front viewport, move these vertices up along the
Y axis while watching the outcome in the Left viewport.
- In the Front viewport, click to select only the
most forward of the three vertices you just moved.
- Move the vertex down a bit
in the Y axis to make the outline of the canopy look smoother.
Detach the canopy and hide it:
The canopy will become
a separate object from the fuselage. In this procedure, first you
detach the canopy from the fuselage, and then hide it: The next
lesson will concentrate on modeling the interior of the cockpit.
You finish adding detail
to the canopy object in a lesson that follows.
- On the ribbon Polygon Modeling panel, click (Polygon).
- On the main toolbar, make sure the Window/Crossing
toggle is in its Crossing state; on the Modify panel Selection rollout, make
sure that Ignore Backfacing is turned off; then in the Front viewport, drag a selection box to
select all the polygons in the canopy.
- On the ribbon Geometry (All) rollout, click (Detach).
- On the Detach dialog, name the new object Canopy.
Make sure both options are turned off (they should be off by default),
and then click OK.
- On the ribbon Polygon Modeling panel, click (Polygon) again to exit
the Polygon sub-object level.
- Click to select the new Canopy object.
- Right-click, and from the Display (upper-right)
quadrant of the quad menu, choose Hide Selection.
You will unhide the cockpit,
and finish it, after you finish modeling the fuselage.
Save your work:
- Save the scene as p47_cockpit_and_canopy.max.