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]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 [b]Chato[/b]. This aircraft took part in the Spanish Civil War.
The blueprints of this aircraft can be found here:
Information about the aircraft and some photographs: [http://www.ctrl-c.liu.se/misc/ram/i-15.html](http://www.ctrl-c.liu.se/misc/ram/i-15.html) [http://boozers.fortunecity.com/lolos/226/iindex.htm](http://boozers.fortunecity.com/lolos/226/iindex.htm) [http://kits.kitreview.com/i15eviewse_1.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://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://vvs.hobbyvista.com/Markings/I15/i15-part1.php) [http://wp.scn.ru/en/ww15/f/359](http://wp.scn.ru/en/ww15/f/359) [http://www.thehistorynet.com/ahi/blsovietfighter/index1.html](http://www.thehistorynet.com/ahi/blsovietfighter/index1.html) [http://wio.ru/tacftr/polikarp.htm](http://wio.ru/tacftr/polikarp.htm) [http://personal3.iddeo.es/opedrosa/chato.htm](http://personal3.iddeo.es/opedrosa/chato.htm) [/i][b]2. SETTING UP THE WORK.[/b][i] [/i] [b]2.1[/b] Add the blueprint named [b]I1[/b] as background in a front view ([b]3 Key num[/b]). By now we don't need to change any of the background settings. [i]The blueprints are in PCX format. You can save them as JGP with your Image Manipulation Program.[/i] [b] 2.2[/b] 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. [img]http://img160.echo.cx/img160/2663/ilus26dn.jpg[/img] [i]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.
[img]http://img91.echo.cx/img91/8918/ca006f0ob.jpg[/img] [/i] [b]2.3[/b] You cursor must be set in the empty object's center. Once this is done, add a circle ([b]ADD>MESH>CIRCLE[/b]) 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. [img]http://img91.echo.cx/img91/9261/ilus2a3kn.jpg[/img] [b]2.4[/b] Move the vertices according to the blueprint. Vertices North, Sud and West should be moved with axis restriction. [i]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 [b]Transform[/b] (both in [b]Object mode[/b] and [b]Edit mode[/b]) you will find transform options on axis. For example, in this case I duplicate the section, then I scale it on [b]X axis[/b] and finally I move the vertices to meet the blueprint; some of them moved on [b]X axis[/b], 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! [img]http://img62.echo.cx/img62/973/ilus2b7pp.jpg[/img] [/i] [b] 2.5[/b] 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: [img]http://img214.echo.cx/img214/9189/ilus3a1lv.jpg[/img] [i]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.
[/i] [b]2.6 [/b]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 [b]AA[/b] and [b]bb outer[/b] are perfect circunferences. This is what I've got ([policarpov15-3.zip](http://www.cgtalk.com/attachment.php?attachmentid=74388)): [img]http://img225.echo.cx/img225/1208/ilus5a3iw.jpg[/img]