01 Check ignore
Backfacing. In the Top viewport select the middle three vertices for the
fourth and fifth row of vertices down from the propellers (you should
have six vertices selected in total). In the Soft Selection rollout turn
on 'Use Soft Selection'and set the iallott to 0.25. Now move these
vertices up in the Left viewport until they roughly match the
background.
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02 Turn Soft
Selection and Ignore Backfacing off. In the Left viewport select the
seventh column of vertices. Use Non-Uniform scale and Move in the y-axis
to appropriately size this section. Repeat for the remaining columns of
vertices, using Rotate on the final column to place this according to
the background image. Next we'll make the central propeller housing
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03 Create a
sphere in the Front viewport, of 12 sides. Enter 0.5 in the Hemisphere
field. Position this over this same element in the backgrounds, using
Non-Uniform Scale to stretch it along its length to match the
background. Rename it propeller-housing. For the first propeller create
a box in the Front viewport. Centre this on the vertical propeller in
the background image.
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04 Give this 4
Length segments, 2 Width and 1 Height. Add a taper modifier acting in
the y-axis with its Effect along the x of around -0.7 until it looks
right. Add a Twist modifier of around 5 in the x-axis and move its
centre to the bottom of the blade. Rename this propeller0l. Move the
propeller's pivot point by clicking'Affect Pivot Point Only' in the
Hierarchy panel.
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05 Select Align
in the main toolbar then click the propeller-housing object. In the
dialogue check the Z Position box and with both Current and Target
Object set to Centre, click OK. Click 'Affect Pivot Point Only' again to
leave this mode. Press the Array button to the left of Align. Enter 120
in the Incremental Z Rotate field and check the Instance button at the
bottom-left.
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06 Enter 3 in
the 1D Count, click OK. Press [H] to bring up 6 the Select Objects
dialog and select the three propellers. Click Select and Link in the
main toolbar. With the cursor over any propeller, drag to the central
housing and release to link the objects, then right-click and pick Move.
Create a cylinder for one of the front wheels and mirror an Instance for
the other wheel.
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07 Use a box
converted to Editable Polys to construct the first diagonal support for
the wheels. At Polygon Sub-Object level select a polygon an the inside.
In the Edit Geometry rollout increase the Extrude spinner and move this
polygon to model the diagonal strut. Create the rear wheel from another
cylinder, using Extrude on one of its polygons to form its support.
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08 With the
fuselage selected, go into Edge Sub-Object mode and turn on Ignore
Backfacing. Turn on 30 Snap and set the options to Vertex. On the Edit
Geometry rollout turn on Cut. Cut diagonal edges at front and rear of
the cockpit in the Top viewport as shown above. Click to start the cut,
click again for the second cut point and right-click to end the
operation.
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09 Select the
edges that will form the frame of the windscreen, as shown in the
screenshot above. In the Edit Geometry rollout, increase the Chamfer
spinner by a tiny amount (around 0.91 m should work) to form the frame
of the windscreen. Save your work so far as fokker2.gmax, and prepare to
add the finishing touches to your creation.
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