Thursday 24 October 2013

Week 3, modelling an aircraft.

This is my first try of modelling a craft of any kind, moving on from buildings. Its also the first time i have worked with a virtual studio.

With the base cylinder that would become the cowl and fuselage the tutorial stressed the importance of having a horizontal upper most edge. For when we connect the edges and want to split the model perfectly in half to add a symmetry modifier this is vital to achieve the desired symmetry.   

Engine cowl


The presence of the blueprint images make modelling accurately and to scale much easier. Going forward when i start working on my star wars models i can see setting up a studio for each will benefit me greatly.

All through this tutorial i am already thinking how i can apply these techniques to my models. Scaling and exuding the one shape a bit at a time keeps the model efficient as possible.

Start of fuselage 

Fuselage advanced 

Extruding the tail 

When the top part of the tail was complete i got introduced to the cut tool. When i need to create an irregular series of edges and vertices this tool gives me the most freedom. Because i can create just the edges and polygons i am going to use it reduced the presence of unseen polygons.

Extruding tail stabilizers 


Again the cut tool was used to create the edged for the wing which could then be extruded. You can sometimes have floating vertices when using the cut tool which i have found out is not good practice. So its good to connect vertices to create polygons ensures the model remains regular.


Extruding cutout wings 


Extruding the canopy


Detaching the canopy allows for detail to be added inside the cockpit bay where it would be otherwise be inaccessible. Enabling an altogether more accurate and realistic model. 

 Detaching canopy to add bay detail 


Finished aircraft 

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