Creating the Wings
Modeling an Airplane
Creating the Sponsons
Adding the Stabilizer and Rudders
Continue
from the previous lesson,
Creating
the Wings
or open p38_wing.max from the \tutorials\p38_lightning folder.
In this lesson, you'll add the horizontal stabilizer
and the twin rudders. You'll use cylinders and editable poly techniques
to build these pieces.
Add
the horizontal stabilizer:
- Click
the Top viewport to activate it.
-
From
the Create panel, click Cylinder.
- In
the Top viewport, drag out the radius of the cylinder in the center
of the horizontal stabilizer. When you release the mouse button, you
then drag to set the height of the cylinder. Moving the mouse upward gives
a positive height; moving it downward gives a negative height. Give it
a positive height.
- Edit
the Parameters, as follows:
- In
the Name And Color rollout, type stabilizer.
Naming your objects proves useful later.
- Right-click
the cylinder and choose Convert to: > Convert to Editable Poly.
-
In the
Modify panel, on the Selection rollout, click Vertex.
Now the vertices are visible in the cylinder.
-
Select
half the vertices, and move them to the right. Select the other
half of the vertices and move them to the left.
-
Click
Vertex selection again to turn it off.
-
In the
Front viewport, move the stabilizer up along the Y axis so it lines
up with the background image.
Next, you will construct the twin rudders.
Just like the stabilizer, you'll use a cylinder,
converted to an editable poly object, to create one of the rudders.
In this case, you'll use the soft-selection feature when you select
and move vertices. After the rudder is properly shaped, you'll use
the Symmetry modifier to create the second rudder.
Create
the twin rudders:
-
Click
the Left viewport to active it and click Zoom Extents if necessary.
- On
the Create panel, turn on Cylinder.
- In
the Left viewport, draw a cylinder over the rudder.
- Set
the following parameters:
- On
the Name And Color rollout, enter the name rudder.
-
Click
the Modify panel tab, and then right-click the Cylinder in the modifier
stack. Choose Convert To: Editable Poly.
The modifier stack no longer shows the cylinder;
it now shows Editable Poly instead.
-
In the
Selection rollout, click Vertex.
- In
the Left viewport, drag a selection window around the top vertices.
Remember that there are vertices at the top
and bottom of the cylinder, so even though a single red dot appears
in the viewport, you are actually selecting two vertices.
- Open
the Soft Selection rollout, and turn on Use Soft Selection.
Now the red dot is flanked by yellow-green dots.
- In
the Soft Selection rollout, increase the Falloff value to 1.524m.
The selection expands in the viewport.
- Using
the Transform gizmo, move the selection upward to shape the rudder.
- Select
the bottommost vertex, and move it down to finish the shape.
- In
the modifier stack, click Editable Poly to turn off sub-object selection.
- In
the Top viewport, select and move the rudder to the left into position.
Use
Symmetry to create the second rudder:
There are several ways that you could create
the second rudder but you'll use the Symmetry modifier for this
part of the lesson.
-
Make
sure the rudder object is selected and
open the Modify panel.
- Open
the Modifier List and select Symmetry.
- In
the Parameters rollout, change the Mirror Axis to Z.
-
In the
modifier stack display, expand the Symmetry hierarchy by clicking
the box marked with a plus sign. When Symmetry expands, click Mirror.
At the Mirror sub-object level, you can adjust
the location of the mirror axis.
- In
the Top viewport, drag the Mirror gizmo to the center of the stabilizer.
When the new rudder lines up with the background image, release
the mouse button.
- Click
Mirror again to turn it off.
- Rename
the object rudders.
The Symmetry modifier adds geometry to an existing
object. It does not make a clone of the original so both rudders
are treated as a single object.
- Save
your work as myp38_wing_and_tail.max.
In the next lesson,
Creating the Sponsons
,
you'll create the sponsons that support the tail section and house
the engines.
(Optional)
Separate the rudders:
It's not really necessary, but if you want to
separate the rudders, you can do so by adding an Edit Mesh modifier.
- Open
the Modifier List and apply an Edit Mesh modifier to the rudders.
-
From
the Selection rollout, choose Element.
- In
the Top viewport, select the right-hand rudder.
- From
the Edit Geometry rollout, click Detach.
The Detach dialog appears.
- In
the Detach As field, enter the name starboard rudder and
click OK.
- Turn
off the Element button and rename the selected object as port
rudder.