Adding the Stabilizer and Rudders
Modeling an Airplane
Creating the Gondola
Creating the Sponsons
The P-38 was a rugged aircraft because it
had twin sponsons that supported the tail, housed the engines and
superchargers and contained self-sealing fuel tanks. The airplane could
sustain damage to either side, and still fly, thus presenting a
formidable challenge to any opponent in a dogfight.
In this lesson, you'll model the sponsons using
the same techniques you've already practiced on the wing and tail
section. You'll also use the Bevel tools to create the engine exhaust
gates.
Create
the starboard sponson:
- Continue
from the previous lesson,
Adding
the Stabilizer and Rudders
or open p38_wing_and_tail.max from the \tutorials\p38_lightning folder.
-
On the
Create panel, click Cylinder.
The Cylinder button turns gold, showing it is
active and ready to use.
- In
the Front viewport, drag a cylinder out over the left sponson so
the radius approximates that in the background image.
Don't worry about the height, you'll adjust
that in a moment. Drag the height to any value.
- Edit
the Cylinder parameters, as follows:
- On
the Name and Color rollout, change the name of the object to starboard
sponson.
-
In the
Top viewport, move the cylinder so it is over the sponson on left
side of the background image (this is actually the right side of
the plane, hence “starboard”). Position it so the rounded cap at
the end, called the propeller spinner, is visible.
-
Go to
the Modify panel. From the Modifier List, find the Object-Space
Modifiers group, and choose Taper.
- In
the modifier stack, expand the Taper hierarchy so the Center and
Gizmo are visible, then click the Center to select it.
- In
the Top viewport, move the center so it is at the front of the cylinder.
- In
the stack, click Taper to turn off sub-object selection.
- Now
adjust the taper Amount to 0.8.
-
In the
Front viewport, rotate the sponson about 15 degrees about its Y
axis so the left and right sides are vertical.
TipAlternatively,
for greater precision you could enter
15
into the Y-coordinate
field at the bottom.
Later in this lesson, you'll further shape the
sponson by repeating the same technique as before: converting to
Editable Poly, selecting rows of vertices, and moving them into
position over the background image.
But first you'll create the propeller cap, or
“spinner,” at the forward end of the cylinder using a hemisphere
and AutoGrid.
Add
the propeller spinner:
-
Zoom
into the Perspective viewport so you have a close view of the front
end of the cylinder. Right-click the viewport label, and set the
shading mode to Smooth + Highlights and Edged Faces.
-
Open
the Create panel. In the Object Type rollout, click to turn on Sphere.
- Turn
on AutoGrid, the check box below Object Type. Now move your cursor
over the surface of the end of the cylinder.
An axis tripod follows your cursor, showing
you where the sphere will be drawn.
- In
the Parameters rollout, turn on Base To Pivot.
This lets you draw a sphere off the end of the
cylinder.
- Move
your cursor over the end of the cylinder, and draw a sphere.
It doesn't matter what size; you will adjust
the parameters after you draw it.
- Edit
the Parameters, as follows:
-
Rotate
the hemisphere so the 12 segments of the cylinder and the hemisphere
are at the same angle. Fifteen degrees about the Y axis.
-
On the
toolbar, click the Align button, then click the cylinder. In the
Align Position (World) group, turn on X Position and Z Position.
This properly aligns the hemisphere and the cylinder. Click OK
- Rename
this object starboard spinner.
- Save
your scene as myp38_sponson.max.
You'll be converting the sponson cylinder to
an editable poly so it's a good time to save your scene.
Finish
shaping the sponson:
- Select
the sponson cylinder object and right-click. Choose Convert To:
> Convert To Editable Poly from the quad menu.
-
In the
Selection rollout, click Vertex.
-
In the
Left viewport, select a column of vertices and then on the toolbar,
choose Non-Uniform Scale from the scale flyout. Non-uniform scale
them closer together, watching the bitmap as a guide. Then right-click,
choose Move from the quad menu, and position the row.
- Repeat
this process for all seven columns of vertices in the Left viewport,
so the outline of the sponson matches the background more closely.
-
Click
the Vertex selection button to turn it off, then select the spinner
hemisphere in the viewport.
- Move
the propeller spinner away so you can see the end of the sponson
in the Perspective viewport.
-
Select
the cylinder again and turn on Vertex selection.
- Select
the vertices in the forward end of the cylinder and non-uniform
scale them about the X axis only. Use the Transform gizmo X arrowhead,
and watch the coordinate display in the status bar. Scale down to 60 percent
along the X axis.
This returns the end of the cylinder to a more
circular shape.
- Turn
off sub-object selection by clicking Vertex again in the Selection
rollout, then move the hemisphere back into place. Change its radius
so it fits over the end of the sponson again.
Finish
the propeller spinner:
- Collapse
the hemisphere to an editable poly by right-clicking, and choosing
Convert to: Convert to Editable Poly.
- In
the Perspective viewport, select the vertex in the center of the hemisphere.
- In
the Soft Selection rollout, turn on Use Soft Selection and adjust
the Falloff so the second ring of vertices turns yellow, but the
last rows do not. Move the selection forward along the Y axis.
- Lower
the soft selection so only the vertex at the tip is selected, and
move the tip forward to form the bullet shape.
-
Click
the Vertex selection button to turn it off.
The sponson is almost finished. There is a blister
on either side of the sponson that serves as the exhaust waste gate
outlet. You'll create this next, using the Bevel features.
- Save
your scene as myp38_sponson2.max.
Create
the exhaust gate outlet:
- Select
the sponson.
-
Turn
on Vertex selection for the sponson.
- In
the Top viewport, select the third row of vertices from the top and
move them down so they are at the end of the exhaust gate.
- Select
the fourth row and move them up, so they are positioned at the start
of the exhaust gate.
The vertices now line up in the top view, but
need adjustment in the left view.
- In
the Left viewport, scale the selected vertices smaller along the Y
axis, as necessary against the profile of the background image.
-
On the
Selection rollout, choose Polygon.
This lets you select polygons instead of vertices.
-
Make
sure the Select Object button is turned on. In the Left viewport,
drag a selection window over the polygons shown in the illustration
below.
The selected polygon displays in red. If you
don't see a fully shaded polygon, only surrounding edges, right-click
the Left viewport label and choose Configure. In the Rendering Options
group, turn on Shade Selected Faces.
NoteIt's
important to have Select Object active here. If Select And Move
were active instead, after making the first corner of your selection
window you'd start dragging the polygon around, giving you undesired results.
-
On the
Edit Polygons rollout, click the Bevel Settings button to open the
Bevel Polygons dialog.
- Set
the Height setting to 0.152m. Set the Outline Amount
to -0.095m. Click OK.
-
Region
Zoom around the exhaust gate in the Left viewport.
Because you have Lock Zoom/Pan turned on for
the background image, you might see a dialog warning that some amount
of memory is necessary to redisplay the background. Click Yes.
- Once
again, use a selection window to select the newly created polygons
at the front of the exhaust gate, and then hold down the Ctrl key and drag another selection
window across the polygons at the rear.
This will also select the polygons on the opposite
side of the sponson.
-
Click the Bevel Settings
button and set the Height to -0.1m and the
Outline Amount to -0.025m
. Click OK.
- In
the modifier stack, click Editable Poly to exit the sub-object level.
- Save
your scene as myp38_sponson3.max.
Next, you’ll clone the starboard sponson and
spinner to make the port sponson and spinner.
Clone
the sponson:
- Select
the sponson, if it isn't selected already.
- Hold
down the Ctrl key and
click the propeller spinner.
Now both objects are selected.
-
In the
Top viewport, hold down the Shift key
and move the selected objects to the right.
The Clone Options dialog appears.
- Name
the clone port sponson and click OK.
- Select
the new propeller spinner on the port side and rename it to port
spinner.
TipFeel
free to change the colors of all the objects so the plane looks
more realistic.
- Save
your work as myp38_nogondola.max.
All that remains is the central gondola and
canopy detail.