01 From the
Customize menu, pick Units Setup and choose Metric. Right-click in the
Top viewport and from the main menu bar select Views > Viewport
Background. In the new dialogue hit the Files ... button and choose
TopView.jpg. OK this and check Match Bitmap and Lock Zoom/Pan. Hit [G]
to turn off the Grid in this viewport. Repeat for the Left and Front
viewports.
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02 Right-click
in the Top viewport and in the right-hand create panel, within the
Object Type rollout, click Box. Open the Keyboard Entry rollout and
enter the following values: Length: 1.1m, Width: 5.0m: Height: 0.2m.
Click the Create button. In the viewport navigation controls at the
bottom-right corner of the interface, click 'Zoom Extents All'.
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03 While in the
Top viewport press [Alt] + [B] to bring up the Viewport Background
dialog again and turn off the Lock Zoom/Pan checkbox. Select the Zoom
tool from the same boftom-right corner and zoom in the Top viewport
until the width of the box matches the width of the wings, using Pan to
centre the box over the image. Repeat for the Front and Left viewports.
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04 In these
three orthogonal viewports press [Ctrl] + [Alt] + [B] to toggle the Lock
Zoom/Pan back on. Set the Length, Width and Height to 3, 8 and 1, then
right-click and pick Convert to: > Convert to Editable Poly. Add a
Taper modifier, with X as the Taper Axis and Y as the Effect. Check
Symmetry and drag down on the Amount spinner until the wings match the
background.
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05 In Center
Sub-Object mode, move the centre gizmo tv slightly down until the Taper
looks correct. Right-click and convert this again to an Editable Poly.
In the Selection rollout on the Command panel click the Vertex icon. Now
move the four sets of corner vertices into place, ensuring you drag a
selection rectangle to select the vertices directly below the one
displayed.
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06 Select all
the vertices on the outside edges of the wings. On the main toolbar
choose Non-Uniform Scale. In the Front viewport, scale all the edges
about the y-axis by dragging over the green arrow, watching the status
bar at the bottom of the screen while you scale, and drag until you
scale to 30%. Come out of Sub-Object mode and add a Bend modifier.
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07 Set the Bend
axis to X and move the Bend Angle spinner until the wings match the
Front viewport, which should be around -1 5. You should now attempt to
model the tail by repeating steps 5 through 8, though you should begin
with a box of 3, 6 and 1 Length, Width and Height segments. In the Front
viewport, create a Cylinder centred on the middle of the nose.
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08 Give it 9
Height Segments, 1 Cap Segment and 16 sides. Centre it over the fuselage
in the Left viewport. Convert it to an Editable Poly object and in
Vertex Sub-Object mode, move the seven rows of vertices to line up with
the red lines an the background image in the Top viewport. Out of
Sub-Object mode, add a Taper modifier so the bottom edge follows the
plane image.
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09 Select the
row of vertices nearest to the propeller and using the Uniform Scale
tool scale them by around 65% in the Top viewport to fit the background
image. For the fifth row onwards, switch to the Non-Uniform Scale tool,
and scale along the x-axis only until the rows match the background.
Rename the object's wings, tail and fuselage and save as fokkerl.gmax.
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