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It's worth mentioning also a general
note about computer software tutorials. In my experience, most
software tutorials are walk-thoroughts, in other words, it tells
you step by step what to do. I have a feeling that this is not
the ideal way to learn. So what I recommend you do is read through
all of this, and follow it step at a time but with your own plane
based on plans you have obtained.
If you find any stumbling blocks with this tut,
please politely contact me- I cannot correct, amend & improve
unless I'm approached with an e-mail -feedback.
It is important to me that this tutorial is of quality and is
therefore useful. |
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Contents
No. |
Name |
Description |
1 |
Intro |
this page. |
2 |
Setting up |
Units, Shortcuts ... |
3 |
Methodology & Tools |
Getting used to the tools |
4 |
Build a Fuselage |
learn various tools in Mesh Editing |
5 |
Make Wings |
start with a primitive |
6 |
Aerlerons |
detaching and linking |
7 |
Finishing Off |
Mapping, & getting ready to render |
8 |
Keyboard Shortcuts |
my favourite keyboard shortcuts |
9 |
Repairs |
What to do if things go wrong |
| Most pages have a footnote where
useful material is found or may be added. This is also the
place to find glossary notes and hyperlinks. |
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This tutorial is primarily aimed
at modelers with a good knowledge of aircraft, though other users
wanting to learn Max box modeling could hopefully benefit here.
I assume you hare familiar with aircraft part nomenclature.
On the right is the kind of image you can make
from this tutorial. |
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Before you do start, it’s worth
stressing that this is not a tutorial on how to build a model for
a specific purpose. You will not be able to make a new CFS3/T4T/Il-2
plane from this. This is an independent tutorial though some input
has been made from game developers, I do not claim to be contributing
to the practice of game design. You should however, be able to render
a decent representation of a machine that is clearly recognisable
& perhaps involved in some interesting activity. If you have
some relative who flew in a particular action, perhaps there is
some added incentive there.
If you do want to make game models, refer to the Game/Software Developers
Kit (SDK) for your target game.
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Research
The value of getting good accurate information
cannot be overstated. Though you will no doubt be able to reduce
resolution of your model if it is intended for small screen renders,
or background objects. Even in games, there will be users who
will look in close-up with expert personal knowledge at your model.
They then go to their nearest museum with the same plane in it
& scrutinize every curve, panel line and pivot point. The
best games require new models to be vetted by the design team
before general release. What’s worse than having your hard
work rejected because of inaccurate modeling?
Get the best plans you can, ideally 1:48 scale plans if you are
making an aircraft. Smaller drawings can be a problem because
line thickness reduces accuracy considerably. Therefore look for
the drawings made with thin lines.
A good source is one of the various aircraft enthusiast or aero-modeler
magazines. These have the advantage that there is never a crease
in the page to deal with when placed under the scanner.
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Splines
Many professional model builders use splines arranged in a kind
of cage to use a guide when mesh modeling They will normally use
CAD software to draw in vector splines the outlines and cross sections
needed. Then the splines are imported in to Max either in *.dxf
format (or even Adobe *.ai under special circumstances) |
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Tolerance
Ultimately you will be limited by the fact that
the model will have to describe curved forms using facets. A curved
nose-cone is actually a number of flat triangles and some compromise
is going to be part of each design decision you make. Smooth curves
require lots of small triangles close together and this will increase
the number of polygons, which is more work for the computer to
move around. You will have to judge by eye whether it’s
the face centre or edge that lines up with your reference spline,
on a curve it has to be one or the other or somewhere in between
If you want the computer to refresh the screen quickly enough
not to flicker or stutter, then keep the polygon count low. Again,
refer to the SDK for the actual limits you are allowed.
At this early stage it’s worth having some communication
with your skin designer (if that’s not yourself) since there
is much that can be done with clever bitmapping instead of modeling
in 3D. |
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I have used screen capture images extensively
in the following pages. In all cases I used fireworks to oprimise
the pictures so they download quicker. So hopefully, as you read
down the page, images will have loaded before you get to it's respective
section. |