You build the P-47 Thunderbolt
from scratch, but use planes with “blueprint” images to guide your
work. The airplane will consist of just two objects: The fuselage
with its wings and other details, and the canopy that goes over
the cockpit.
Set up the scene:
Optimize bitmap display in viewports:
- On the main toolbar, choose Customize Preferences.
- Go to the Viewports tab, then click Display
Drivers Configure
Driver.
3ds Max opens the
configuration dialog for the graphics driver you are using (Software,
OpenGL, or Direct3D).
- Depending on the driver, there are either
one or two check boxes labeled Match Bitmap Size As Closely As Possible
(for the OpenGL driver, the label is Match Bitmap As Close As Possible).
If there is one, turn it on. If there are two, turn on both of them.
- Click OK to close the driver configuration
dialog, and OK again to close the Preferences dialog.
- If you had to turn on Match Bitmap Size
As Closely As Possible, then exit 3ds Max.
Restart 3ds Max before you continue with this tutorial.
Bitmap configuration
changes do not take effect immediately: You always have to restart 3ds Max.
If you did not have to
change the Match Bitmap Size setting, you can continue without restarting 3ds Max.
Set up the viewports:
- Click (Maximize Viewport Toggle)
to display all four viewports.
- For each of the orthographic viewports
(Top, Front, and Left), turn on Smooth + Highlights (keyboard shortcut: F3), turn off grid display (keyboard
shortcut: G), and click (Zoom Extents).
- In the Left viewport, use (Region Zoom) to get a better
view of the front of the airplane.
Create a cylinder to begin the engine cowl:
- On the Create panel, activate (Geometry), then on the
Object Type rollout, click Cylinder.
- In the Left viewport, drag from the center
of the propellor hub to create a cylinder that is about as wide
as the airplane. Give it a height of about 60 (the exact
value is not important). Set Height Segments to 1,
Sides to 10, and turn off Smooth.
NoteWith 10 sides, the
top and bottom segments are flat: This will come in handy when you
add some details such as the tail.
- Change the name of the cylinder to P-47.
- Turn on (Select And Move). In the
Left viewport, move the cylinder so it is well centered on the image
of the airplane. In the Top viewport, move it forward so its rear
edge coincides with the rear edge of the engine cowl.
NoteAs you create the
model, it can help to
zoom and
pan a particular viewport
to get a better view of the geometry and the blueprint image. In
general, we mention view changes when they are particularly important
or useful, but you might want to change the view more often than
we indicate. This is quite all right.
- If you need to, reduce the height of
the cylinder so its front edge matches the edge where the air-intake
cover meets the cowl.
NoteIn this step, as
in much of this tutorial, you are using the “blueprint” images as
a guide, and the exact values don’t matter much. Use your eye and
your judgement.
- Go to the Modify panel, and apply
an FFD 3x3x3 modifier to the cylinder.
FFD stands for “free-form
deformation.” This modifier lets you adjust the shape of the cylinder,
using a 3x3x3 array of control points.
- On the modifier stack, click (the plus-sign icon) to open
the FFD 3x3x3 modifier hierachy. Click Control Points to highlight that
sub-object level.
- In the Left viewport, drag to select
the bottom row of FFD control points (this actually selects all
nine control points at the bottom of the lattice), then move them down so they coincide
with the bottom of the fuselage. Scale them along the X axis
so they are a bit closer together.
- Drag to select the upper row and plane
of control points. Scale them out a bit along
the X axis, then move them up a bit along
the Y axis.
You now have a good cross-section
of the cowl at the front of the fuselage. In the next procedure,
you refine its shape along the length of the airplane.
Taper the profile of the cowl:
- On the modifier stack, click the FFD
3x3x3 entry to exit the Control Points level. Then choose Modifier
List FFD 2x2x2.
You will use this additional
free-form deformation modifier to give some taper to the nose of
the airplane.
- On the modifier stack, click (the plus-sign icon) to open
the FFD 2x2x2 modifier hierachy. Click Control Points to highlight that
sub-object level.
- In the Front viewport, drag a selection
box to select the row of control points at the lower leading edge
of the cowl, then move the points to follow
the taper of the image. Do the same for the lower trailing edge
of the cowl.
- Do a similar adjustment for the upper
profile of the cowl.
- In the Top viewport, drag to select the
leading plane of control points, then scale them down a bit along
the Y axis to taper the cowl in that dimension as well. so it matches
the blueprint image.
The changes you make
in the Front and Top viewports also appear in the Left viewport.
Extend the cowl forward:
- Right-click the P-47 cylinder,
then from the Transform (lower-right) quadrant of the quad menu,
choose Convert To
Convert To Editable Poly.
By converting the cylinder
to an Editable Poly object, you lose the specific Cylinder and FFD
modifier controls, but you gain access to the rich set of Editable
Poly sub-object controls.
- If the Graphite Modeling Tools ribbon
is not displayed, then on the main toolbar, click (Graphite Modeling Tools (Open)).
- If the ribbon is displayed but not fully
expanded, click the expand/minimize icon until
the full ribbon is visible.
- On the ribbon Graphite Modeling Tools tab Polygon Modeling panel,
click (Polygon) to go to the Polygon
sub-object level.
- In the Left viewport, click to select the large
polygon at the front of the cowl.
- Activate the Perspective viewport.
- On the ribbon Polygons panel, click (Bevel).
The Bevel tool does two
things: It extrudes a selection, and then lets you scale the size
of the extrusion.
- Do this step in the Perspective viewport,
but watch your work in the Front viewport: Drag upward
to extrude the selected polygon as far as the front of the airplane.
Release the mouse, then
drag downward to scale the polygon so it tapers as the blueprint
image shows.
The curve of the cowl
is subtler than the model we have so far, but you will fix that
later on.