The portion of the tail
that rises above the fuselage is technically known as the “vertical
stabilizer.”
Set up the lesson:
- Continue working from the previous lesson.
Begin extruding the vertical stabilizer:
- Go to the (Polygon) sub-object level.
- In the Top viewport, click and Ctrl+click to select the two faces
on the top of the fuselage, from which you will “grow” the upper
part of the tail.
- Extrude these faces upward
as far as the first hinge of the rudder.
- On the ribbon Align panel, click (Align Y).
3ds Max aligns the
two polygons so they are level.
NoteThe axis in which
you need to align faces depends on how you created your geometry.
In this case, the fuselage began as a cylinder built in the Left
viewport, so aligning to the Y axis makes the faces horizontal.
In a different model, you might have to experiment to find the axis
that works.
- In the Front viewport, scale and move the faces along the
X axis to match the outline of the tail to the blueprint image.
- On the ribbon Polygon Modeling panel, click (Vertex).
- In the Front viewport, region-select the two vertices at
the leading edge of the top of the tail.
- Activate the Top viewport, and then scale these two vertices
along the Y axis to bring them closer together and narrow the width
of the tail.
Complete the vertical stabilizer:
- In the Front viewport, region-select the vertices
at the center of the top edge of the tail, and move them along the X axis
to align them with the leading edge of the rudder.
- On the ribbon Polygon Modeling panel, click (Polygon).
The two faces on top
of the tail should become the active selection again. If they don’t,
then in the Top or Perspective viewport, click and Ctrl+click to select them.
- Extrude the faces on the
top of the tail as far as the top of the upper hinge of the rudder.
- In the Front viewport, scale and move the faces in the X
axis to fit the tail outline to the blueprint image.
- Extrude the tail polygons
a final time, stopping just shy of the top of the tail as shown
in the blueprint images.
As you did for the bottom
portion of the tail, you will move vertices to round the outline
of the top of the tail. But to get enough vertices to model the
curvature well, first you add another set of edges,
- On the ribbon Polygon Modeling panel, click (Edge).
- In the Front viewport, click
to select one of the horizontal edges on the forward, stationary
portion of the tail.
- On the ribbon Modify Selection panel, click (Ring).
3ds Max selects a
ring of parallel edges around the forward part of the tail and the
corresponding portion of the fuselage.
- On the ribbon Loops panel, Shift+click (Connect).
3ds Max displays the
caddy for the Connect tool.
- Use the third control, Slide, to position
the new edges roughly in the middle of the forward, stationary part
of the tail.
- Click (OK).
- Go to the (Vertex) sub-object level,
then use region-select to select pairs of vertices, and move them to follow the outline
of the tail, as shown in the blueprint image. At this stage, you might
also want to move the vertex pairs in the middle of the tail, to improve
their alignment.
- Click (Vertex) again to exit the
Vertex sub-object level.
Save your work:
- Save the scene as p47_fuselage_and_tail.max.