01 Turn off the
background images in all the viewports. Launch the Material editor by
pressing [M] on the keyboard and click New. Change the name of this new
material to black, change the Diffuse colour swatch to R:12, G:16, B:8.
In the Ambient tab clear the Match Diffuse checkbox and, with the three
propellers and the housing selected, click Apply.
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02 With the
wings selected, apply a planar UVW Mapping ie modifier, hitting Fit and
selecting the right axis to size the modifier across the wings. In a new
material called wings click the Assign Texture button in the Diffuse tab
and pick WingsDiffuse.jpg. Select WingsBump.jpg for the texture in the
Bump tab. Apply this material to the current selection.
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03 Select the
fuselage and add another UVW Mapping a modifier, acting along the
plane's length at the sides. Name a new material fuselage-sides. In the
Diffuse tab pick FuselageDiffuse.jpg. Put FuselageBump into the Bump
channel. Check the 2-Sided checkbox and apply this to the fuselage. In
Polygon Sub-Object mode select the nose end and the tail end.
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04 With these
two polygons selected, make another material called fuselage-plain,
making the Diffuse colour mid-grey of about 150,150,150, the Ambient
colour 0,0,0 and the Highlight colour 229, 229, 229. Select the polygons
that make up the cockpit windscreen frame. Apply the existing black
material to it. Select the polygons that make up the glass windscreen
panels.
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05 Create
another new material called glass with a Diffuse 9 colour of 13,50,1, an
Ambient colour of 0,0,0 and change the Opacity spinner to 40. Hit Apply
and click the UVW Mapping modifier to go back to the top of the Modifier
Stack. The fuselage should now appear textured correctly, because gmax
has converted these individual materials into one Multi-Material.
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06 Name this
top-level material fuselage. Apply your fuselage-plain material to the
wheel supports and the black material to the three wheel objects. Now
select the polygons that make up the support for the back wheel and
apply the fuselage-plain material to these, thus creating another
Multi-Material, which you should rename wheel-back.
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07 Apply a
planar UVW Mapping modifier to the tail so that it fits along its flat
surface. In a new material renamed tail specify TailDiffuse.jpg in the
Diffuse tab and TailBump.jpg in the Rump tab. First apply this to the
tail object, then in Polygon Sub-Object mode select all the polygons
that make up the thin edge of the tail, applying the fuselage-plain
material to just this selection.
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08 Repeat for
the wings, applying the fuselage-main material to its outer edge. You
now need to parent the wheels to their supports and these supports to
the wings. Then the wings, tail and propeller-housing should be parented
to the fuselage. Now collapse the stack for each object: right-click the
topmost modifier in each instance and select Collapse To.
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09 Select
propeller-housing, hit Animate, go to frame 100 and right-click the
Rotate button, entering 3,600 degrees around the relevant axis. In the
Motion panel under Assign Controller highlight the Rotation controller,
click the Assign Controller icon above, pick Euler XYZ. Right-click the
keys in the timeline and change their in and outs to Linear. Hit Play.
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