Setting Up Viewport Backgrounds
Modeling an Airplane
Adding the Stabilizer and Rudders
Creating the Wings
There are many different modeling approaches
you could take to building the wings. Here, you'll use a Box primitive
with a Taper modifier.
You'll be continuing from the previous section,
Setting
Up Viewport Backgrounds
or open p38_calibrated_start.max from the \tutorials\p38_lightning folder.
Create
the wing using a box:
-
On the
Create panel, on the Object Type rollout, click Box.
- In
the Top viewport, do the following to draw a box from upper left
to lower right, approximately around the front wingspan:
- Click
once at the upper left, then drag to the lower right with the mouse
button down. As you move the mouse, the values for length and width
change in the parameter fields.
- When
you release the mouse button, you have set the length and width
of the box, and now are setting the height, which you can see increasing
in the Perspective viewport. Moving the mouse up creates a positive
height, moving down creates a negative height. As you move the cursor
the values change in the parameter fields.
- Click
again to set the height.
- On
the Create panel, you can immediately adjust the values in the Parameters
rollout. Enter the following values:
- Length=3.048m
- Width=15.85m
- Height=0.305m
- Length
Segs=3
- Width
Segs=12
- Height
Segs=3
You need to increase the number of segments
so the modifiers for tapering and bending the wings will work correctly.
- In
the Name and Color rollout, type wing.
The object is now named wing.
Next you'll change the shape of the wing's profile
so it looks like an airfoil.
Shape
the wing into an airfoil:
- Activate
the Left viewport, and make sure the wing is selected.
-
From
the viewport navigation controls, click Zoom Extents.
You'll zoom in on the wing object.
- From
the menu bar, choose Modifiers > Mesh Editing > Edit Mesh.
You'll need this to perform some sub-object
editing to the vertices that make up the wing.
-
In the
Selection rollout, click the Vertex button.
Look at the box in the Left viewport with vertex
selection on. Each tick you see is actually twelve vertices lined
up on top of one another. When you want to select and move them,
you need to drag a selection window around them. Otherwise you will
only select one vertex, rather than all of them.
- Draw
a selection window around the upper right set of vertices.
The X,Y,Z tripod jumps to the selection set
and the selected ticks turn red.
- Hold
down the Ctrl key and
drag a selection window around the vertices at the lower right.
The Ctrl key
allows you to add to an existing selection set. The X,Y,Z tripod
jumps to the center of the selection set.
On the
main toolbar, click the Select and Move button and move the cursor
over the X axis of the tripod. Click and drag the cursor to the
left so the leading edge of the wing looks beveled.
-
Click
Select And Non-Uniform Scale. Then scale the vertices along the
Y axis to 75%.
TipWatch
the Y field of the coordinate read out at the bottom below the time
slider.
- Drag
a selection window around all the vertices in two center columns
of vertices.
-
Move
this set of vertices along the X axis to the right about 0.5m.
Again, watch the coordinate readout at the bottom.
- Drag
another selection window around the vertices at the upper left corner.
Then hold the Ctrl key and
drag a selection window around the vertices at the lower left corner.
-
Move
this set of vertices along the X axis to the right about 0.8m.
-
Click Select And Non-Uniform
Scale, hold down the Ctrl key
and drag a selection window around all the left-most set of vertices.
- Scale
this selection set along the Y axis to 75%
Now that you have your airfoil, you'll make
further changes to the shape of the wing using a Taper modifier.
Add
a taper modifier:
-
Activate
the Top viewport, and make sure to turn off Vertex mode.
- From
the menu bar, choose Modifiers > Parametric Deformers > Taper.
An orange taper gizmo appears in the viewport
over the box.
- On
the command panel, in the Taper Axis group, change the Primary value
to X.
- In
the same group, turn on Symmetry.
- Set
the amount of the taper to -1.3.
Next you'll move the Taper Center to refine
the wing’s shape.
-
In the
modifier stack display, expand the Taper hierarchy by clicking the
box marked with a plus sign. When the Taper expands, click Center.
At the Center sub-object level, you can adjust
the location of the center of the Taper. Moving a modifier’s center
will alter its results.
- In
the Top viewport, move the center of the taper forward along the
Y axis toward the nose of the plane, until the wings’ shape more closely
matches the background image.
- When
you've finished moving the center, click Taper in the modifier stack
to turn off the Center sub-object selection.
- The
Taper has affected the height of the wings. In the modifier stack,
click Box, then increase the wing height to 0.4318m.
NoteBecause you're making a change that affects
a topology-dependant modifier, Edit Mesh, you'll see a warning.
Click Yes to make the height change. If you're not sure, click Hold/Yes.
Hold/Yes creates something like a clipboard copy of the entire scene.
If the change you make is undesirable, use Edit menu > Fetch
to restore the scene to its state before you made the change.
-
Activate
the Front viewport and move the wing along the Y axis so it is centered
over the background bitmap.
Next you'll convert the box to an editable polygon
object, and then move some vertices to round off the wing tips.
Convert
the box:
- Save
your file as myp38_wing.max.
TipGet
in the habit of saving your scene frequently at key points. Saving
before converting the box is a good time, because the conversion removes
the stack parameters. If, at a later time, you find that you have
to make further adjustments to the Box geometry or Taper modifier,
you can reload the saved model.
- In
any viewport, select the box, if it's not already selected.
- Right-click
and choose Convert to: > Convert to Editable Poly.
The box is now an editable poly object.
Round
off the wing tips:
-
On the
Selection rollout on the command panel, click Vertex.
Some vertices from previous operations are already selected.
- In
the Top viewport, draw a selection window to select the vertices
in the upper-left corner of the wing. While holding down the Ctrl key, drag another selection
window around the same set of vertices at the opposite wing tip.
-
On the main toolbar, click
Select And Non-Uniform Scale. Then use the Transform gizmo to scale
the vertices in the top view so the ends of the wing tips are rounded.
- Repeat
the vertex selection and scaling until the wing tips are rounded.
In the Top viewport you need to select all the
vertices on the outside edges of the wings. You can accomplish this
by using the selection rectangle with the Ctrl key.
Add
a Bend modifier:
- In
the Selection rollout, click Vertex to turn it off.
- Click
the arrow to the right of the Modifier List. In the drop-down list,
find the Object-Space Modifiers group, and choose Bend.
- Set
the Bend Axis to X.
- Change
the Bend Angle to -20.
- Just
for fun, spin the Direction spinner. Watch the wings stroke in the
air. Right-click or press Ctrl+Z to
undo when you're done having fun.
- Save
your work as myp38_wing2.max.
Next, you'll add the stabilizers and rudders.
These are easy to do.