The main fuselage is
an extension of the cowl geometry.
Set up the lesson:
- Continue working from the previous lesson.
Build the forward part of the fuselage
from the rear of the cowl:
- On the ribbon Polygon Modeling panel, click (Polygon). In the Perspective
viewport, click the polygon at the
rear of the cowl to select it.
- On the ribbon Polygons panel, click (Inset). In the Perspective
viewport, drag downward to create an inset with very narrow border
polygons.
- On the ribbon Polygons panel, click (Bevel). In the Perspective
viewport, drag upward this time to extrude the polygon toward the
rear of the airplane. Watch the Front viewport while youre doing
so, and extrude the polygon just beyond the area of the cowl.
Release the mouse, then
drag upward again to scale the bevel so it is almost the same diameter
as the cowl itself. Again, watch the Front viewport while you work.
Continue modeling the fuselage:
- Use (Bevel) again to extend
the fuselage up to the leading edge of the rectangular panel in
front of the cockpit, then scale it up so that in the Front view,
it follows the contour of the blueprint image.
This looks good, but
if you look at the Top viewport, you can see that the new bevel
is a bit too wide.
- Activate the Top viewport, then scale
the polygon down along the Y axis to align it with the blueprint
image.
From here on, Extrude
is the main tool for creating the fuselage. Along the way, you will
use Scale and vertex adjustments to refine its shape.
- If you need to, pan the Front viewport so
you can see the cockpit.
NoteWe won’t always mention
when you need to pan the viewports, as this can vary depending on
your 3ds Max window setup.
- On the ribbon Polygons panel, click (Extrude). In the Perspective
view, extrude the fuselage up to the leading edge of the cockpit.
As usual, watch the Front viewport while you work.
- On the ribbon Polygon Modeling panel, click (Vertex).
- In the Front viewport, drag a box to select the
vertices at the lower edge of the rear of the fuselage. Then move these vertices downward
along the Y axis to match the lower contour of the airplane.
- On the ribbon Polygon Modeling panel, click (Polygon) to return to the
Polygon sub-object level.
- Activate the Top viewport, then scale the polygon down very
slightly along the Y axis.
- On the ribbon Polygons panel, click (Extrude) once more. Working
in the Perspective viewport, but watching the Front viewport, extrude
the fuselage as far as the seam at the rear of the cockpit.
TipSometimes the size
of the 3ds Max window prevents you from extruding as far as you
want. If this happens, extrude as far as you can, then
move the polygon horizontally
to the desired location.
- In the Front viewport, move the polygon up a bit along
the Y axis so the bottom is closer to the contour of the airplane.
- Also in the Front viewport, scale the polygon down along
the Y axis so it better matches the blueprint.
NoteAt this point, the
match to the airplane contour is only approximate. Also, the polygons
along the length of the fuselage are too long: In later procedures,
you will add edge segments to refine the mesh, and move vertices
to improve the contour of the fuselage.
At this point, you might
also want to go to the (Vertex) sub-object level
and move the middle and lower
vertices so they better match the contours of the airplane. Remember
to use region selection so you select the vertices on both sides
of the fuselage.
After you adjust vertices,
return to the (Polygon) sub-object level.
- In the Top viewport, scale the polygon down some more
along the Y axis, to match the blueprint image.
Complete the cylindrical part of the
fuselage:
- On the ribbon Polygons panel, click (Extrude) once more. Then
extrude the fuselage as far as the leading edge of the tail.
- In the Top viewport, scale the polygon down to match
the contour of the airplane.
- In the Front viewport, scale the polygon down to the
size of the contour.
- Also in the Front viewport, move the polygon to better
match the blueprint image.