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Samo
06-24-2005, 10:43 AM
Some people have requested for a tutorial about modelling an aircraft.
These are the first paragraphs of that tutorial. I will keep adding stuff to this post as soon as possible. Take into account that the process here described is in fact my way of modelling an aircraft, with the acknowledgement of Blender I have and as EASL student I'm. To do this tutorial, a good Blender acknowledgement is desired.

1. THE AIRCRAFT.
I can spend weeks surfing the web before deciding what is the aircraft I'm going to make. It mainly depends on the quality and quantity of the information available of that aircraft (blueprints with cross secctions and close-up photographs). Besides, the aircraft chosen sometimes had some protagonism in the history of my country or can be an aircraft never CG modelled before.

The aircraft chosen this time is a Policarpov I-15 Chato. This aircraft took part in the Spanish Civil War.
http://img294.imageshack.us/img294/3462/1022004918polikarpovi15chatosp.jpg

The blueprints of this aircraft can be found here:
http://www.airwar.ru/other/draw/i15.html

Information about the aircraft and some photographs:
http://www.ctrl-c.liu.se/misc/ram/i-15.html
http://boozers.fortunecity.com/lolos/226/iindex.htm
http://kits.kitreview.com/i15eviewse_1.htm
http://www.xs4all.nl/~fbonne/warbirds/ww2htmls/polii15.html (http://www.xs4all.nl/%7Efbonne/warbirds/ww2htmls/polii15.html)
http://www.studenten.net/customasp/axl/plane.asp?cat_id=3&ple_id=563&page=0
http://vvs.hobbyvista.com/Markings/I15/i15-part1.php
http://wp.scn.ru/en/ww15/f/359
http://www.thehistorynet.com/ahi/blsovietfighter/index1.html
http://wio.ru/tacftr/polikarp.htm
http://personal3.iddeo.es/opedrosa/chato.htm


2. SETTING UP THE WORK.

2.1 Add the blueprint named I1 as background in a front view (3 Key num). By now we don't need to change any of the background settings.

The blueprints are in PCX format. You can save them as JGP with your Image Manipulation Program.

2.2 We focus our attention to the cross sections at the botton of the blueprint. First, the most accurately possible, set an emply just in the center of the axis cross.

http://img160.echo.cx/img160/2663/ilus26dn.jpg

The cross sections are different in each side of the vertical axis. In fact, only half of the section is drawn in each case. The little segments in the left side sections indicate that between two of those segments, the fuselage is straight.

For example, in the E-E case, only part of the fuselage section is made of straight panel, whereas the other part is probably made of curved metal. We should compare that with a photograph of that part of the aircraft.

http://img91.echo.cx/img91/8918/ca006f0ob.jpg

2.3 You cursor must be set in the empty object's center. Once this is done, add a circle (ADD>MESH>CIRCLE) and set its resolution to 24. Erase the right half of the vertices because we are going to work with the left half and the result will be mirrored later on the right.
http://img91.echo.cx/img91/9261/ilus2a3kn.jpg


2.4 Move the vertices according to the blueprint. Vertices North, Sud and West should be moved with axis restriction.

As a general rule, for modelling aircraft, in my opinion is always better to use axis restriction in editing whenever is possible.

In the submenu Transform (both in Object mode and Edit mode) you will find transform options on axis.

For example, in this case I duplicate the section, then I scale it on X axis and finally I move the vertices to meet the blueprint; some of them moved on X axis, particulary those of the upper side of the section.

Another rules is better to carry on work from an existing information (meshes, vertices location) than to start from scratch.

Make reference object (axis, alignments, etc) and keep them!

http://img62.echo.cx/img62/973/ilus2b7pp.jpg


2.5 Leave Edit Mode and duplicate the first section we've made. The duplicated one should be used to make the next section in the row. Once all the sections are finished, whe should end with something like this:
http://img214.echo.cx/img214/9189/ilus3a1lv.jpg

Vertices should be aligned to form a nice grid. In the left picture, the vertices aren't aligned, while in the right, the vertices are all in one line.

http://img159.echo.cx/img159/7594/ilus43tb.jpg


2.6 Take into account that the reference objects that helped us to place vertices in the left side, should be mirrored in order to make the sections of the right one.
The sections AA and bb outer are perfect circunferences.
This is what I've got (policarpov15-3.zip (http://www.cgtalk.com/attachment.php?attachmentid=74388)):

http://img225.echo.cx/img225/1208/ilus5a3iw.jpg

Joat
06-24-2005, 11:06 AM
A tutorial of airplane modelling coming from the best airplane modeller I have yet seen using Blender. I'm waiting expecially for the upcoming "texturing the bits & pieces" =)

ysvry
06-25-2005, 11:42 PM
thx, this looks like its going to be a great tut can you also include the html in the zip so its the complete tutorial + ref files?

Vlamgat
06-26-2005, 03:11 AM
Alvaro u're da man!
I think these tuts are gonna be one the best out there.
Looking forward to new updates
Great stuff

Blikkie
06-26-2005, 07:11 AM
Very nice indeed. Too bad that my current project doesn't have reference, or I would have used your tut definately. :-)

TroutMaskReplica
06-26-2005, 01:16 PM
this looks like it will be a great tutorial however where you have the graphic with the two smiley faces and the line "There should be certain relationship between sections regarding vertices resolution and position for later face's formation. I mean that::" it isn't clear what you are attempting to convey.

paintbox
06-26-2005, 02:24 PM
this looks like it will be a great tutorial however where you have the graphic with the two smiley faces and the line "There should be certain relationship between sections regarding vertices resolution and position for later face's formation. I mean that::" it isn't clear what you are attempting to convey.

He's trying to say that ideally, vertices should be aligned to form a nice grid. In the left picture, the vertices aren't aligned vertically, while in the right, the vertices are all in one line.

Samo
06-26-2005, 07:13 PM
Sorry
Paintbox, I've pasted your explanation in the tutorial
better, clearer and nicer
:)
thanks for your comments, IT REALLY HELPS!

a question:
What is better, carry on editting the first message or adding tutorial stuff in new missages?

Energytwister
06-27-2005, 12:21 AM
Keep on editing the 1st message. That way it is easier to see the development of your tutorial.
Alternatively post a link to your homepage (with tutorial, of course) in the 1st post and keep on going there. That would help others even more to keep an overview of your tutorial.
A pdf or printable html-page would also be nice - but maybe not before the tutorial is finished.

BgDM
06-27-2005, 12:33 PM
Really nice Alvarus. Thanks for making this and for sharing.

You should link to this over at Elysiun as well. Others there, who don't frequent this forum, would like to see it as well, I am sure.

BgDM

Samo
06-27-2005, 09:48 PM
3. LET'S START THE FUN!

3.1 We need to divide the 3D window up into two parts. Once this is done, choose one of them and, in a side-view, load the I2 blueprint as background. In this blueprint, locate a side view of the aircraft which has the section lines drawn:
http://img269.echo.cx/img269/8759/ilus68er.jpg


3.2 This time we need to change the background settings. First, the scale for this blueprint should be 10, because this side-view draft has 1/2 the scale of the cross sections we made before.

Second, we have to offset the background. In fact, this aircraft side-view has an horizontal axis drawn, which is related to the axis of the cross sections we made before.

I've set the background so that the A-A section line, the first one, meets the empty vertical axis, and the horizontal axis of this side-view meets the empty's horizontal axis:
http://img269.echo.cx/img269/6774/ilus71lt.jpg


3.3 Since only the upper endding of the section's lines are drawn, would be nice to add a new object made of a bunch of lines which are placed just in the vertical of each one:
http://img282.echo.cx/img282/7137/ilus85rj.jpg

3.4 Finally, move each cross section we made before along the horizontal axis to meet its section line. This is what I've got (policarpov15-4a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74390&stc=1)):
http://img174.echo.cx/img174/3999/ilus91id.jpg

I've moved the cross sections along the horizontal axis holding CTrol + Shift. I've done that because I wanted somehow to have precise distances between them. That could be good sometime in the future. For the same reason, It is always a good idea to place the reference empty (see 2.2 paragraph) after a CURSOR TO GRID action (and then slighly move the blueprint if necessary). Precise distances and locations can help in case we need to model with even more accuracy.

Samo
06-28-2005, 01:28 PM
I'm sorry for the people who is following this thread, but I have had to remake some things:

- Paragraph 2.5, image changed.
- Paragraph 2.6, image changed. Text changed. Attached file changed.
- Paragraph 3.4, attached file changed.

Now the sections on the left side have their vertices more according to the sections on the right. It will result in a nicer mesh.

Skyraider3D
06-28-2005, 04:40 PM
Looking good mate. Maybe I'll learn Blender one day :)

Samo
06-29-2005, 10:05 AM
Looking good mate. Maybe I'll learn Blender one day :)
Thanks Ronnie!

3.5 The next step is to mirror the sections we have on the left to the right. Use the mirror local tool taking as mirror's axis the empty object. Join all the sections together in an object. Duplicate this object and put the copy in a layer aside.
http://img101.echo.cx/img101/441/ilus101jg.jpg
I always back up my work in a different layer before taking the next step. Those back up's can be necessary in case we need some flashback but maybe It has more to do with the fact that older Blender releases had no undo.
Blender old school!:buttrock:

For the same reason, I keep saving as new files the work done. Take into account that, for modelling an aircraft, many times we will work with a modelling approach which may fail.

3.6 Finally, we can start to form faces from the vertices available in the sections.

Some recommendations:

- Form your faces from a perpendicular view, for example, the front view (whenever is possible). In my opinion It helps to make a better mesh, to understand better the grid of edges we are working on.
http://img163.echo.cx/img163/8318/ilus117dg.jpg

- Use the show/hide vertices tool to work on the fuselage step by step:
http://img101.echo.cx/img101/8701/ilus124xo.jpg

- Forget the wings and gears, we focus by now in the central tube (policarpov15-5a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74464)):
http://img198.echo.cx/img198/6641/ilus132fz.jpg

About the attached files, if you have downloaded the blueprints and you correctly set their path in the background setting, they should load in the exact location I have them.
http://img256.echo.cx/img256/8127/ilus142iu.th.jpg (http://img256.echo.cx/my.php?image=ilus142iu.jpg)

Samo
06-30-2005, 06:16 PM
Hi again!
http://img152.imageshack.us/img152/3100/wings9bm.jpg

4.1 Modelling where the wings meet the fuselaje is the most difficult part in many aircrafts. The process I described above is my fourth attempt to model this part. Yes, it means that 3 attempts failed before. Sometimes, to success I need to rethink the strategy the next fresh morning after many failed attempts.

To get an opposite view of the default views (Top, Side, From) add Shift+

First we need a new arrangement of blueprints but it is interesting to keep the one we had before. So add a new scene. We have the scene's browser in the upper center of the Blender GUI.

In the right 3Dwindow I've arranged the top view of the aircraft aligned with a top-view of the model. In the left 3Dwindow, I've arranged the side view that has the wing sectioned aligned with a side view of the model. With this 3Dwindows sometimes is difficult to work because of their little size. Press Ctrol + Up Arrow to maximize your area of work (and Ctrol+ Down Arrow to get back).
http://img241.imageshack.us/img241/2796/ilus152fx.th.jpg (http://img241.imageshack.us/my.php?image=ilus152fx.jpg)

4.2 Extrude a vertice from the wing part we already have and try to form the wing's cross section as it is drawn in the blueprint (policarpov15-6a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74558&stc=1)):
http://img279.imageshack.us/img279/9225/ilus169ud.jpg

4.3 In Edit Mode, I've hidden the most of the aircraft to focus in that area of work. I've made a face between the corner of the upper part of the cowling (still not modelled) and the edge of the wing. I've subdivided that face 3 times with Beauty button activated (Edit Buttons).
http://img289.imageshack.us/img289/726/ilus17a9xw.jpg

4.4 The next step is to select the center couple of vertices (previous pic) and adjust them to the blueprints in each 3Dwindow. To move the rest of faces smoothly acording to that couple, activate Proportional Editing - Sphere Falloff. Remeber that you can adjust the area of that falloff with the mouse wheel (or Alt + +/- NumKey). Only those eight faces should be edited, the rest of the mesh should be kept as before (policarpov15-7a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74563&stc=1)):
http://img65.imageshack.us/img65/5871/ilus182ew.jpg

Samo
07-04-2005, 05:53 PM
4.5

Step 1. We can connect these faces with the existing vertices to model the front part. To model a nice mesh, first I've made some faces in the upper side. I've added some vertices by the way (policarpov15-8a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74845)).

Adding vertices to an existing edge is easy, just subdivide it. If you want to adjust the distance of that new vertice from a vertice at the end, just scale it with the cursor at that end (Cursor to selection, Pivot in Cursor mode)

Step 2. Keep in minf that face's loop subdivision can help you to form intermediate faces in case you have extra vertices to connect. I've used the Loop Subdivide tool to split those faces into three parts, because I wanted to give continuity to the vertices of the wing's cross section. I've added a vertice in the top edge of the fuselage too.

Step 3. Finally I got the job done. (policarpov15-9a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74846))
http://img84.imageshack.us/img84/7130/ilus2a9mp.th.jpg (http://img84.imageshack.us/my.php?image=ilus2a9mp.jpg)

4.6 More or less, using the same technique, I've modelled the down side of this area. (policarpov15-10a.zip (http://www.cgtalk.com/attachment.php?attachmentid=74847))
http://img159.imageshack.us/img159/2738/ilus33fx.jpg

Joat
07-05-2005, 12:33 AM
Not much to comment other than keep it up!

Samo
07-06-2005, 04:11 PM
Thanks Joat and thanks to the people who are downloading the example files.

4.7 We are going to model the rear part more or less using the same system. I mean: First modelling an edge we can adjust according to the blueprints, this time the end part of the trailing edge. Then, with the vertices available, we will make the faces.
I've made this edge by extruding the vertices of the rear of the wing's cross section towards the fuselage. No subdivision this time, I kept extruding in the front view acording to the blueprint and, at the same time, adjusting it in the others views to make a nice curve (policarpov15-13a.zip (http://www.cgtalk.com/attachment.php?attachmentid=75001&stc=1)):

When you create new vertices, take into acount the existing vertices first.
http://img197.imageshack.us/img197/7691/ilus50mw.jpg

Clic in the image below for a Blender's screenshot:
http://img191.imageshack.us/img191/5971/ilus40bd.th.jpg (http://img191.imageshack.us/my.php?image=ilus40bd.jpg)

4.8 Then make faces, like we did in the front part (policarpov15-14a.zip (http://www.cgtalk.com/attachment.php?attachmentid=75002&stc=1)).
http://img45.imageshack.us/img45/7590/ilus67ho.jpg

4.9 Then, get the job done by making faces between the front and the rear part. With that, the upper wing connection with the fuselaje is finished (policarpov15-15a.zip (http://www.cgtalk.com/attachment.php?attachmentid=75003&stc=1)).

Remember that face's loop subdivision can help you to form intermediate faces in case you have extra vertices to connect. By the way I sometimes delete or add an extra vertice by subdivision if required.

http://img94.imageshack.us/img94/2143/ilus72cy.jpg

Samo
07-08-2005, 04:28 PM
5.0 The next step will be modelling the lower wing's connection with the fuselaje. This time we will use a new trick.

I would like you to see this tutorial like a bunch of tips and tricks ready to be used in any moment rather than a fixed way of modelling an aircraft. I discovered this trick wondering if there was any way of calculating a given point inside of a face with Blender tools. In fact, there is.

In many aircrafts, there is an intermediate curved surface that smoothly connects the fuselaje with the wings (pink).

What I'm trying to make is modelling just the intersection between that curved surface and the fuselaje as is drawn in the blueprint. This intersections should be integrated into the fuselaje itself (green).
http://img122.imageshack.us/img122/2073/ilus87da.jpg
http://img27.imageshack.us/img27/4158/ilus105jd.jpg

The only way to define this intersections is by points, and we should be able to calculate these points up into the faces that form the fuselaje (policarpov15-17a1.zip (http://www.cgtalk.com/attachment.php?attachmentid=75172&stc=1)):

http://img252.imageshack.us/img252/1559/ilus98ra.jpg

How?
It's easy. I will explain it with images, but the concept behind is the Descriptive Geometry problem "A point that lies in a plane is the point that lies along a line of that plane"
Suppose I want a point that lies in a face and just on the red spot of the blueprint I have as background:
(Clic in the image below)
http://img261.imageshack.us/img261/1867/rallat4bu.th.jpg (http://img261.imageshack.us/my.php?image=rallat4bu.jpg)

With this process I've made all the vertices needed for that intersection.
Finally I've joined all the vertices together with edges and I've erased the unnecessary ones.
I've made vertices of the belly according to the view from below in blueprint I1.
Notice that the lower wing's cross section is already modelled.
http://img296.imageshack.us/img296/738/ilus111xw.jpg

Joat
07-10-2005, 05:00 PM
Keep up the tut, Alvarus. Since I'm not doing any modelling at the moment it's a bit too detailed to follow just for fun, but I'm sure it will be a lot of help when the time comes.
It is important to see this finished, since it is already a good tutorial. It seems to cast a lot of light in the details of making a complicated mesh out of blueprints. And making a complicated mesh in a rational and smart way.
Make no mistake about it, if comments and encouragement seems to fade it's not because of the quality of your work or this tutorial. People just seem comment a lot on the start and lay back to watch when things start to take shape.
It's like that with WIP:s also.

Samo
07-10-2005, 10:18 PM
Thank you for the encouragement, Joat.

This is supposed to be a high quality low-poly aircraft model. This is because with poly-modelling we have a tight control over the mesh and it helps to clarify the process.

Don't jump too quickly into the subsurf modelling thing because poly-modelling still have many tricks to be done before.

When you are a master with poly-modelling then is time to move on to subsurf modelling.
However, this tutorial can be followed from the beginning using the subsurf modelling technique.

5.1 I have made a new arragement of blueprints. All the time I keep on moving the blueprints (with the background settings) to align them with the proper model view. I have some elements of reference, the empty axis we placed at the beginning (layer 1) and the section lines (layer 6). Notice that there is an extra line ahead the empty vertical axis which correspond to the propelor vertical axis like in the blueprints.

Besides, to adjust the model to the view from below that there is in blueprint I1, I have had to make a linked copy (Alt+D) of the model. Changes made in the liked copy will we made in the original too.

Take a moment to download the example file and set the proper path for the blueprints in the background settings (policarpov15-17a2.zip (http://www.cgtalk.com/attachment.php?attachmentid=75353&stc=1)). You should get an screen like that (in Edit Mode).
http://img24.imageshack.us/img24/2084/ilus123oq.th.jpg (http://img24.imageshack.us/my.php?image=ilus123oq.jpg)

In the left 3Dwindows there is the original model aligned with a side view of the aircraft.
In the right 3Dwindows I have got the linked copy aligned with the view from below of the aircraft. What is more, in the botton 3Dwindows I have got the model aligned with a rear view of the aircraft.

In edit mode, notice too that I've made a selective hiding to have got visible only the vertices of that part of the wing.

Samo
07-12-2005, 07:37 PM
Hi, it's me. You know, You won't get rid of me easily. How is it going on?
If you have any doubt, let me know, OK?
First, thanks. People is downloading the example files, so I suppose you are following it.
Second, well, I'm learning a lot of things with this tutorial too.

5.2 The next step is filling with faces that edges. We start modelling the faces we can work out from the blueprints, both the lead edge and the rear edge.

Connect with faces (rear edge):
http://img327.imageshack.us/img327/9868/ilus138kn.jpg

Subdividide it two times (Beauty activated), select the center edge and adjust the to the blueprints (prop editing activated, sphere falloff):
http://img327.imageshack.us/img327/6075/ilus149vx.jpg

The same with the lead edge (policarpov15-17a3.zip (http://www.cgtalk.com/attachment.php?attachmentid=75540&stc=1))
http://img327.imageshack.us/img327/1498/ilus157gh.jpg

Go on working.
Remember:
Faces connecting vertices along a direction,
loop subdivide to gain extra vertices,
faces connecting the perpendicular direction.
http://img307.imageshack.us/img307/552/ilus165jh.jpg

I've connected with edges the vertices in the intermediate part and I've subdivided those edges two times:
http://img307.imageshack.us/img307/2150/ilus176qj.jpg

I've made faces with the intermediate edges, then I've selected the middle edge all the way (remember that you can subdivide an edge to gain a vertice). Cursor to selection at this point.
http://img304.imageshack.us/img304/8983/ilus186gb.jpg
Then, in the front view I've moved that edge, with proporcional editing activated, sphere falloff (remember that you can adjust the area of the falloff). Don't hesitate about making little adjustments to be sure that edges form nice curves along the mesh. Make the missing faces.
http://img311.imageshack.us/img311/9249/ilus192zu.jpg
The same process below. No proporcional editing this time since the fuselaje is quite straight in that area. Remember that a part of the mesh is hidden for easy working. (policarpov15-17a5.zip (http://www.cgtalk.com/attachment.php?attachmentid=75541&stc=1)):
http://img304.imageshack.us/img304/9149/ilus200cu.jpg

All the mesh in shown now. I've erased those vertices that are behind the part we've modelled and finally I've restored the mesh by connecting faces (policarpov15-17b7.zip (http://www.cgtalk.com/attachment.php?attachmentid=75620&stc=1)):
http://img345.imageshack.us/img345/8018/ilus21a7xy.jpg
http://img344.imageshack.us/img344/9282/ilus22a5qc.jpg



Feel free to comment on, ask about and correct this tutorial.
Thanks for your comments, questions and corrections.
Images hosted in Imageshack.us
Tutorial in progress

jozef.h.
07-13-2005, 07:30 AM
Alvarus thank you for great tutorial. I have just started to resurrect my old hobby - paper modeling. But now i want to use computer and printer. I have searched in internet and found some tips and tutorials. There is a nice Rhino tutorial Designing A Paper Model Using Rhinoceros (http://www.cardmodels.net/phpbb2/kb.php?mode=article&k=16) (SU-7). I would like to use Blender and GIMP. There is Unfolder (http://home.referral.net.au/thesethings/polyhedra/) for Blender. Do you or somebody else have a know-how for paper modeling with Blender ???

BgDM
07-13-2005, 11:49 AM
This is, without question, one of the most detailed and useful tutes I have seen done, in just about any application.

Superb work Alvarus and thanks for sharing your workflow.

BgDM

joelafrite
07-13-2005, 09:32 PM
Nothing important.
Just to say great job man, with a great soft !

Samo
07-13-2005, 09:46 PM
Hi, Jozef, in fact I have a good friend who is an origami freak!

Take a look here, it is all I've found:
http://www.cgtalk.com/showthread.php?t=226360&highlight=unfold

I don't know how to adapt those techniques of rino's tutorial, but It would be nice. Somebody should go further into the whole issue, IMO probably Blender is capable of such things, with quite work though.

Thanks, Derek, for your support from the beginnig. I hope you like the next chapters too.

Thanks Joel.

Bodoque
08-11-2005, 03:34 PM
Hi Alvarus!
Excellent tutorial!!!

When will have more updates?

Bodoque.

Vlamgat
08-12-2005, 12:44 AM
You da Man!!!

Samo
08-24-2005, 08:33 PM
Hi, I'm back from my holyday. I have the aircraft modelled a few steps further than the tutorial. I hope to carry on with new chapters the next days, at the same time I get used to work again.
http://img165.imageshack.us/img165/199/uno1as.jpg
http://img14.imageshack.us/img14/9122/dos9ie.jpg

Bodoque and Brenton, thanks again!
Your feedback is very appreciated in long works like this.

Bodoque
08-24-2005, 11:35 PM
Hi Alvarus!

Good to see you again here :bounce:

The excellent news!
I am anxious to see more up dates.

Bodoque.

Samo
08-25-2005, 07:15 PM
Back to work! I leave here this brief paragrafs as appetizer.

5.3 We left the aicraft in the long 5.2 paragraph waiting for a nice pair of wings . Since the wing's section remains the same along its lenght, we only need to extrude the cross section we already have according to the blueprint, using as reference either the front or the back view. We stop extruding when the wings stops being a continuous section.
http://img180.imageshack.us/img180/8158/ilus235tz.jpg

5.4 Modelling the end of the wing is a tricky matter. I'm not very conviced of the way I deal with this part of the aircraft and I can think of at least another way of modelling this end. Anyway, I will explain the easy way. It consist in extruding your wing taking as reference the wing cross structures (policapov15-24a.zip (http://forums.cgsociety.org/attachment.php?attachmentid=79190&stc=1)).
For scaling your extrusions, better using Scale on Axis (Mesh>Transform) and pivot in Median Point, for instance.
http://img268.imageshack.us/img268/2148/ilus244nj.jpg

JA-forreal
08-25-2005, 07:42 PM
Great tutorial Alvarus! Is this tutorial posted in any of the main Blender forums? A lot of the new Blenderheads would want to know about this.

Samo
08-25-2005, 10:31 PM
Thanks JA-FO
At the end I will make a PDF to be downloaded or some HTML stuff
By now is an exclusive for CGTalk :)
I posted a link to this thread in Elysiun some time ago.

Vlamgat
08-26-2005, 04:22 PM
Yes, it's great to see you are at it again.
Your contributions are incredible man!
It fills those very annoying gaps for new & common users of Blender.
Specially for all us aircraft modellers!
Glad you're back safely.
Keep up the Good work.
You never know who you'll inspire.

Samo
10-03-2005, 01:34 PM
Hi. Some events kept me away for a while.
But silently I've carried on with this aircraft.
It can be downloaded here (http://forums.cgsociety.org/attachment.php?attachmentid=81866&stc=1), with some YafRay settings to play with.
http://img112.imageshack.us/img112/9327/render28cl.jpg

Samo
10-09-2005, 03:07 PM
Update, with a different YafRay lighting setup to play with. Check it, please!
http://img194.imageshack.us/img194/474/render54lm.jpg


and some wires:
http://img326.imageshack.us/img326/4503/wire15he.th.jpg (http://img326.imageshack.us/my.php?image=wire15he.jpg)
http://img326.imageshack.us/img326/9069/wire22jw.th.jpg (http://img326.imageshack.us/my.php?image=wire22jw.jpg)
http://img326.imageshack.us/img326/8134/wire38ip.th.jpg (http://img326.imageshack.us/my.php?image=wire38ip.jpg)
http://img326.imageshack.us/img326/7797/wire49jt.th.jpg (http://img326.imageshack.us/my.php?image=wire49jt.jpg)

Thanks to Imageshack.us which hosts all these images.

As usual, you can dowload the scene here (http://forums.cgsociety.org/attachment.php?attachmentid=82329&stc=1), prepared to be rendered with YafRay.
:shrug:

Samo
11-06-2005, 03:47 PM
Hi. Sorry Cgtalkers, not much time to hang around here. This Sunday I finished the M25 engine. As always, the Blend file can be downloaded here (http://forums.cgsociety.org/attachment.php?attachmentid=84104&stc=1).
http://img418.imageshack.us/img418/4429/hola6qw.jpg

cara-rj
11-06-2005, 08:57 PM
The engine is looking good Samo!
And another plane for your hangar. :thumbsup:

Skyraider3D
11-08-2005, 08:49 PM
Looks great! :thumbsup:

Samo
11-18-2005, 11:17 PM
Hola Ronnie i Cara-rj, thank you !!
My entry for the splash screen contest, called "Chato attack!".
As always, you can dowload the scene here (http://rapidshare.de/files/7830564/policarpov15-64b.zip.html)
http://img501.imageshack.us/img501/4561/splashtemplate2402th.jpg

Scott Wilkinson
11-19-2005, 07:37 PM
Hey Samo,

Thanks for the blend! That's a cool plane you made..... Here she is on the pass.

Samo
11-20-2005, 08:52 PM
Hi Scott, thanks! I like you render!
If some day you decide to model a WWII pilot, let me know... ok?
use it as you want for your scenes, Scott

Samo
11-27-2005, 01:38 PM
The modelling phase is finished. I hope that texturing won't take also 4 months.
Size comparison scene.
Human model by Matt Ebb, AKA Broken. This model can be freely dowloaded from here (http://www.elysiun.com/forum/viewtopic.php?p=326619#326619)
http://img387.imageshack.us/img387/4446/render99do.jpg

Samo
11-27-2005, 02:46 PM
Russian aircraft Policarpov I-15 AKA " Chato" (left) and Policarpov I-16 AKA "Mosca" (right) were the main fighters of the Spanish Republic during the Spanish Civil War.
http://img124.imageshack.us/img124/4397/render108fv.jpg

Skyraider3D
11-27-2005, 03:39 PM
Size comparison scene
Exactly what sizes are you comparing? :curious:
Teehee :D

Looks great mate! The I-15 and 16 look great next to eachother!

Rambiert
11-27-2005, 04:19 PM
I agree with the rest. You'v got my volte on your splash, five star theme.
You solved all construction matters very well. Tkanks for file:)

sagat
12-01-2005, 03:37 PM
hello, sorry to sound silly where can i download the final version of the blend file?

Samo
12-02-2005, 02:51 PM
Hi, you can download the file here (http://www.filefactory.com/get/f.php?f=cb6aa9cbc86b8957efd0698c)

sagat
12-02-2005, 03:08 PM
thanks for the link :)

Samo
12-03-2005, 10:34 PM
I've finished the UV layout, quite fast this time:
http://img228.imageshack.us/img228/9200/circle0oc.th.jpg (http://img228.imageshack.us/my.php?image=circle0oc.jpg)


The blend file can be donloaded from here (http://www.filefactory.com/get/f.php?f=269c892f8d56ddf55a3a4c9e)

Thanks to ImageShack for Free Image Hosting (http://imageshack.us)

Samo
12-07-2005, 11:03 AM
I've rearranged the uv layout a bit, 20% gain

http://img508.imageshack.us/img508/2416/versi20gn.th.jpg (http://img508.imageshack.us/my.php?image=versi20gn.jpg)

first and rewarding render after 4 months of work. More to come
http://img206.imageshack.us/img206/1475/render137pc.jpg

Samo
12-25-2005, 06:15 PM
Hi, I don't know if is late to make an statement about copyrights of this work, since the entire work in progress is ready for download time ago with no comment regarding this issue.

Well, if you consider that the models available for download in this thread or any of the renders produced here are interesting for you, even commercially speaking, you have permission granted to reproduce them, but you have to make reference to the author of this work (me) wherever is reproduced and also to make reference to the software this work is produced with, Blender.

Besides, you should make reference of where this work can be freely downloaded, either this thread or the Blender Models Repository (www.katorlegaz.com (http://www.katorlegaz.com))

These requirements are not that hard to accomplish, so I hope that everyone interested will respect them.

This is only a hobby for me.

I'm obligued to make this statement because an aircraft model of mine (Policarpov I-16 "Rata") have been reproduced in an important Spanish commercial publication without permission.

I can't tell on which publication is reproduced until the matter is solved. If you want a clue, is a work in chapters about the SCW published by a spanish newspaper.

To those who still have doubts about Blender as professional tool, here you have a solid proof.

sagat
12-26-2005, 02:53 PM
Thanks Samo. If i decide to use the plane, i will acknowledge you. It is shameful for the Spanish newspaper to accept work without proper authorisation. I use Blender as well and i agree it is a very powerful tool. Happy holidays all

Skyraider3D
12-26-2005, 09:04 PM
Looks good mate! :)

Samo
12-27-2005, 09:13 AM
It is shameful for the Spanish newspaper to accept work without proper authorisation.

It is actually a freelance involved who used my work. The editor is not (still) aware of the issue.

LexLe
12-27-2005, 09:15 AM
GoooD work! :thumbsup:

Samo
03-06-2006, 08:32 AM
Hi, I've done some texturing
http://img81.imageshack.us/img81/9867/render167kt.jpgç

Skyraider3D
03-06-2006, 01:27 PM
Lovely!
Don't forget your fans at MilMesh ;)

Samo
03-07-2006, 05:19 PM
Hi Ronnie, thanks for your continuous support!

http://img362.imageshack.us/img362/3646/render171mm.jpg

denders
03-08-2006, 12:17 AM
Very nice Samo! I have been keeping an eye on this thread, working on learning. I am a plastic modeler making a transition to 3D. You and Ronnie do excellent work. It is the first thing I look for, anything from you guys.

Dave

TroutMaskReplica
03-08-2006, 04:00 AM
i'm trying really hard to find something to criticize you on.

i'll post back later if i can think of something ;)

great job. the profiles look just like the airbrush renderings one sees in books about military aircraft.

Samo
03-09-2006, 02:51 PM
Hi, thank you all. Improved scheme:
http://img409.imageshack.us/img409/9056/render202ja.jpg

Thanks to ImageShack for Free Image Hosting (http://imageshack.us)

Scott Wilkinson
03-09-2006, 04:36 PM
Samo,

That is really cool! I love it. I would really like to take a look at your textures. Any possiblity in uploading the blend file that made your last render with the textures?

Sincerely, Scott

ysvry
03-09-2006, 05:08 PM
fantastic modeling, maybe you can make a port to combat flight sim 3 so i can hunt it lol.

Samo
03-09-2006, 05:09 PM
Thanks, ysvry, Scott Wilkinson, TroutMaskReplica, denders and Skyraider3D, your feedback is really appreciated:
http://img311.imageshack.us/img311/8606/detall7pe.jpg

the blend file, packed:
http://www.zshare.net/download/policarpov15-75-nat-rar.html

Samo
03-10-2006, 06:45 AM
Hi, people, thanks to Rod Dunne, Canberra (Australia) there is a PDF version of the tutorial (not finished, a lot to be improved). I wish I had more time to compile a good tutorial about every tip and trick I've used and discovered here. Stay tuned.


http://www.zshare.net/download/modelling_an_aircraft_in_blender-pdf.html

damiles
03-10-2006, 08:58 AM
Good Job Samo.

cara-rj
03-10-2006, 04:57 PM
Great job on the textures Samo. :thumbsup:
Did you use some bump texture? Or will use?

Congrats for your job and effort so far.

TroutMaskReplica
03-10-2006, 06:50 PM
samo, you might want to submit the PDF tutorial when it is finalized to the Blender Journal.

Samo
03-11-2006, 05:41 PM
gracias Damile, cara-rj and TroutMaskReplica.

cara-rj, I've used a bump map, take a look inside the blend file I've posted above. Thanks for your words!

TroutMaskReplica, yes I would be great but first I need to get the stuff a bit more organised and to finish it, now it is quite a mess.

thanks for your support again guys!
http://img91.imageshack.us/img91/4411/render208lj.jpg

Aids
04-21-2006, 03:40 AM
I know this is an old thread but i thought id post my vertion not finished yet but i was wondering if anyone had any points to point out or something. i dident make the engine but the rest I did
http://img81.imageshack.us/img81/5279/plane9nr.jpg

Samo
04-21-2006, 03:19 PM
Hola Aids, you've done a nice work!
well, evething looks fine, maybe wing ends appear a bit too polygonal.
can you show us wireframes from ortoperpendicular views?

Aids
05-04-2006, 08:02 AM
hey man here is a new render, my computer is stuffing up at the moment and so is the internet and for somereason i cant upload images very well so il post a wire soon

http://img129.imageshack.us/img129/6114/toyplane3tj.jpg

Samo
05-04-2006, 09:38 PM
Man, that's a cute aircraft! what are your plans about texturing?

Aids
05-05-2006, 06:41 AM
hey man thanks id love to texture it however i cant unwrap for crap i will have to start learning with something smaller because i tried unwraping it and failed, if anyone wanted to unwrap that would be great haha but i really cant :sad:

Samo
05-05-2006, 07:01 AM
Hola.

Well, If you download my latest models, you'll see that I've used multimaterial, I've given a different material for each part I wanted it to be independent in the UV layout.

That would be the first step IMO.

Second, don't use unwrap, unwrap is better for organic modelling, use "from windows", and make it step by step:

Use UV calculation from windows (in a orto perpendicular view) of a group of selected faces (multimaterial).

Once the calculation is done, put the calculated UV layout outside the UV square. If not, next UV calculation will be put onto the previous one (the square in the UV window), so the question is leaving the UV square free for the next calculation. You will need several UV calculations until the entire aircraft is finished.

Aids
05-05-2006, 08:06 AM
hey man thanks for the tip, i think il give it a go

Samo
05-06-2006, 08:03 PM
Hi, this is a render:
http://img415.imageshack.us/img415/2935/render25a3px.jpg

Aids
05-07-2006, 11:13 AM
wow man looks sweet, im not a big fan of the camoflauge colours on the plane, i liked the grey better.

If you make a good environment for that itl be awesome

Samo
05-15-2006, 08:26 PM
Hi, this is yet another try,
Yafray external & the Gimp:
http://img470.imageshack.us/img470/2791/composicio2b6el.jpg

D89
06-08-2006, 05:11 PM
Hi there

can some one make the tutorial as a PDF file .....

i can't understand a lot with the thread methode

and one last thing i have no internet connection at home
so
i need a PDF

thanks

D89
06-08-2006, 05:15 PM
can someone host the PDF file at zupload.com

Samo
06-08-2006, 07:11 PM
http://www.zshare.net/download/modelling_an_aircraft_in_blender-pdf.html

If you have installed a PDF virtual printer, you can print the entire thread by using the thread tools button, on the top, at the right...

D89
06-11-2006, 04:59 PM
the file is working now thanks

would you share this with blenderartists.org



one last thing , sorry i know that i'm asking for a lot of things

all the blend files in one file

yours ....

TheNewb
06-11-2006, 08:32 PM
That is just mind blowing to me Samo!
It looks really good, almost real :applause:

zog34
06-15-2006, 12:43 PM
Samo,

This is absolutely fabulous! You have made (or are in the process of) some of my texturing dreams come to light.

If you could expand on the method you posted above I would greatly appreciate it!

Great work, man.
-albert

Samo
06-16-2006, 08:11 AM
Hi guys, I have got little time lately, tomorrow I'm going to take the second part of FCE (First Certificate in English) exam. I expect to have more time the coming weeks, even I might start modelling another aircraft. Thanks for you interest.

I have uploaded in a free server the GIMP file which contains all the texturing work I've done. You can create you own schemes if you wish. Warning, it is a big file:
http://www.zshare.net/download/i-15-rar.html

http://img84.imageshack.us/img84/1482/uvlayout2mini1fg.jpg

Besides, in that file, the latest version on the Blend file is included, with pilot at the controls. His name is Mariano.
http://img84.imageshack.us/img84/84/mariano8em.jpg

zog34
06-16-2006, 06:02 PM
First: I need to apologize for my post above. I was being stupid and not reading the whole thing.

Second: Thankyou for that post above, it makes my life a bit easier.

Third: Great work!
-albert

Singularity
09-02-2006, 08:42 AM
Samo,
You have a generous spirit.
Thanks for your example, it goes beyond modelling with Blender.:thumbsup:

drapis
12-09-2006, 10:57 PM
Hi guys, I have got little time lately, tomorrow I'm going to take the second part of FCE (First Certificate in English) exam. I expect to have more time the coming weeks, even I might start modelling another aircraft. Thanks for you interest.


Hi,

though I've just started learning Blender, your tutorial looks awesome... - same as your models :applause:

Please do more aircraft, and post some WIP along with tricks&tips - as aviation fan I'd like to model some planes too, and your tutorial shows the way...

Keep up the good work,

Hope to see more of it ...

So, I told myself what the hell... :), and started MiG-15 model. Now I'm wondering if there is some neat way to do wings and vertical/horizontal stabilizer - all of which have certain angle of sweep - about 35° - and also I need to model the profile of the airfoil. I know you can assign some shape to a curve, but could it be done with a mesh?

Any help appreciated...;)

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