In this lesson, you add
more edges to improve the regularity of the fuselage and refine
its profile.
Set up the lesson:
- Continue working from the previous lesson.
Add vertical edges to the fuselage:
- Activate the Front viewport and click (Zoom Extents Selected)
so you can see all of the fuselage.
- On the ribbon Polygon Modeling panel, click (Edge).
- Select one of the edges
in the portion of the fuselage between the cockpit and the tail.
- On the ribbon Modify Selection panel, click (Ring).
3ds Max selects all
parallel edges around the circumference of the fuselage.
- On the ribbon Loops rollout, Shift+click (Connect).
3ds Max displays the
caddy for the Connect tool. For the third setting, Slide, right-click
the spinner arrows to reset the value to 0. Then change
the first setting, Segments, to 2, and then
click (OK).
3ds Max adds two vertical
sets of edges, evenly spaced, along the length of the rear of the
fuselage. (Setting the Slide value to zero guarantees that the new
edge loops are evenly spaced.)
- Select one of the horizontal
edges below the cockpit. Click (Ring) again, and then click
Loops panel (Connect).
NoteFor this step, since
you aren’t changing the Connect tool settings, you can just click
the button.
- Select one of the horizontal
edges in the section of the fuselage in front of the cockpit. Click (Ring) again, and then Shift+click (Connect). Use the Connect
tool caddy to reduce the number of Segments to 1,
and then click (OK).
3ds Max adds a single
set of vertical edges between the front of the cockpit and the rear
of the engine cowl.
Adjust the curve of the lower part of
the fuselage:
- On the ribbon Polygon Modeling panel, click (Vertex).
- Using region selection to select pairs
of vertices along the bottom of the fuselage, move them along the Y axis
so the bottom outline of the fuselage better follows the curve that
the blueprint image shows.
- Click (Vertex) again to exit the
Vertex sub-object level.
Save your work:
- Save the scene as p47_fuselage_detailed.max.