new and much improved building a airplane in max for noobs

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  08 August 2005
Talking new and much improved building a airplane in max for noobs

In this tutorial I hope to make up for the last tutorial thread I created and do it properly. Ok take two

Right this is for fairly new users of Max who have played around but need a little help getting started properly. I have picked a simple airplane design, which will provide the basis for a clean single mesh. I hope to take the tutorial from design to finished model, with a 512X512 diffuse map. I will be using the editable poly function for most of the modelling. This is a power full tool, if I skip over or miss any important processes they should be in maxes own help files. Its designed to help noobs with how to tackle an object like this in an efficient and clear way.
  08 August 2005
Making the model box.

Ok here we go. You need to start with a good design sheet with three images of the model you want to make in a side, top and front view. You can also use a back and bottom view if necessary, but most of the time top front and side is fine.

In max, import the image as a diffuse map and assign to three planes. Add a uvw modifier to the stack and put and each view of the model on each plane. Now rotate and move the planes until you get a box like the image below.

Tip1 use bitmap fit function and choose the image you are using to keep the image s the right aspect ratio and size in comparison to each other.

Tip 2 centre the box around the centre line of maxes grid(x0y0z0) so that the centre of the fuselage is on the centre line in top view and the wings are in the centre of the side view. This helps when creating the initial mesh as they will be in right pos.

ok once you have your model box you need to start with creating the aircrafts separate parts then we will join them together. This will take longer than extruding off one object but will give you a better insight into how to create an accurate model from a design sheet. Extruding is quicker to start with but creates problem latter on. The process I’m going to use will create a good poly efficient and clean mesh.
  08 August 2005
Making the fuselage

Create a box in the centre of the fuselage in the side view (any size).

Right click on “box” in the stack and convert to editable poly.

Select element in stack and delete entire mesh, I know just trust me.

Select vertex in stack, then create vertex button.

Create vertexes along the profile of the fuselage.

Select poly in stack and create a strip of polys along the fuselage.

Cut polys along centre of the fuselage or where the fuselage is widest.

Select new vertexes’s and change to top view.

Move selected vertex’s out towards edge of fuselage profile, then select each individual vertex and line them to the far edge of fuselage. That is why you create them at widest point. Use front and perspective to adjust.

Now in side view cut along the fuselage between current edges and repeat previous process until all cross sections are of reasonable detail and the correct shape.

When happy select element and give it single smoothing group.

Now add more cross sections along the model by cutting or slicing, and scale move the vertexs until you are happy with the profile.

Tip1 always bear in mind where the over objects will intersect the current one and try to add cross sections at these points.

Tip 2 when scaling have the scale options like in image two, this means they stay in place as scales from objects pivot not selections.
  08 August 2005
Flipping the fuselage and creating the nose.

Un-highlight edit poly in stack and add a symmetry mod, change axis to Z and flip if necessary to create other half of fuselage.

Collapse stack (right click).

Select border and click cap.

Select newly formed poly and bevel a nice end to the nose.

Then extrude to 0 length and hit view align button (in front view), then move face inside of fuse to create cowl, and delete the face.

Create the nose by editing loops of edges(select one edge and click loop button to select whole loop) and collapsing end poly to give cone.

Delete rear poly and position correctly inside cowl.

Select fuse and attach cone.

There are various ways of creating the connecting polys, I would create one poly, cap the border, then create edges in right places with create edges.
  08 August 2005
Creating and joining the cockpit.

Create the cockpit as a new object in the same way as the fuselage, starting in the side view.

Try to line edges up to the edges in fuselage

Now select fuse again and cut along the edge of the intersecting cockpit. Making sure to cut as cleanly as is pos so no new vertex’s or edges are created in the possess. If they are use remove vertex/edge tool to tidy up.

Delete polys on fuse tahat are inside cockpit, attach cockpit and weld the vertexes along the edges together.

Mirror object.

Finally select hole in rear of fuse and cap then cut and extrude inwards to create the exhaust thingy.

Tip you only need to model and join one half of the cockpit, then mirror.

Tip2 be careful try not to move the vertexes along the seam on the z axis as the can create extra polys when mirrored.
  08 August 2005
build the rest

the rest of the aircraft is built in the same way. for each part start with a new object, build it then move it into position and join it up. the tail fin and stabilizer are joined in the same way as the cockpit. the wings are joined in the way that the nose was joined to the fuse only oyu need to create another row of edges to get a good fillet between the surfaces.
  08 August 2005
Talking finally

once you have completed the model on one side, mirror it and voila.
  08 August 2005
Talking tommorow tommorrow

ok i will try and have the next section by tommorrow. it will include such delights as building the cockpit insides, unwrapping the uvws, and exporting them to photoshop.

  08 August 2005
crap i didnt bring the writting part of the tuts in to work today, only the images.

sorry will have to wait till monday to post rest of tutorial.
my real current projectio
  08 August 2005

i have been tryin all night and morning to make it,i cant make the wings or cockpiti dont know why, i know its not very complicated, its just they dont come out right...
Attached Images
File Type: jpg progress.jpg (65.0 KB, 24 views)
  08 August 2005

ok instead of cutting down middle like fuse, adjust the vertexs around the base, (the ones on the bottom) pulling them out until they are in right position according to image and fuse.
now cut down middle and start to fill it out.

if you want smoothing to work prop, chage smootthing groups of polys around nose cone and inside cowl to give sharp edges.
my real current projectio
  08 August 2005

im sorry but i dont understand

Last edited by Cyph3rs : 08 August 2005 at 01:38 PM.
  08 August 2005
Red face

well, actually i will keep trying, seeming SHEPEIRO made a great tut i am going to try and finish it
  08 August 2005
ok cockpit,
my real current projectio
  08 August 2005
ok gotta be quick, teas on the stove mmmm.

right cockpit start by detaching the canopy polys to a seperate object,

select the new border created in the fuse and cap.

cut edges across from corner (where verticle and horzontal sections shjould meet) and across where dash boad/instrumentpanel will go.

extrude hole down into fuse for space for pilot.

cut new edges in dashboard and pull vertices into nice curve.

i created the seat by creating a spline, extruding it(one half) and then converting to editable mesh. after altering dimensions i deleted the back and bottom polys(ready for join to fuse) and mirrored.

then i cut around the seat in the fuselage polys attached seat and welded vertices.
cockpit done, mesh done.
my real current projectio
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