LIGHT
FOR EFFECT
Since the reason for building all the internal wood framing was to allow for
translucent effects, let's test it. Creat a simple 2 light setup, with an
omni light on each side of the fuselage. Set up a camera. Each omni should have
ray-traced shadows turned on. Render twice (with and without backlight).
The render with the backlight omni turned on looks pretty good, and the
framework shows through quite well (SCREENSHOT).
MIRROR AND COMBINE THE SIDE PANEL
Select the side panel, and Mirror it along the center line (SCREENSHOT).
Choose the Perspective viewport, maximize and orient the viewport so that
you can easily see both side panels (SCREENSHOT).
Select them both and convert them into Editable Polys (SCREENSHOT).
Use the Attach tool to make one object out of the two separate panels (SCREENSHOT).
CREATE BOTTOM PANELS WITH
BORDER EDITING
With the two panels now one Polygonal object, choose Border editing mode and
select both borders (SCREENSHOT).
Open the Bridge dialog box, and specify 1 segment before confirming (SCREENSHOT).
This
bridging technique easily makes the bottom panel and the rear panel (both
of which are supposed to be flat), but the top panel will need to be curved.
Since the top needs more polygons than the bottom, we could have set the number
of segments in the Bridge dialog box higher, but I hate to add more
polygons than necessary when modeling.
Change your Perspective viewport to see the top of the fuselage, and select all
the polygons that make up the top (except for the flat one under the tail fin) (SCREENSHOT).
Delete them. In Border editing mode, select the open border around the
top (SCREENSHOT).
Without de-selecting, change over to Edge editing mode, and deselect the
front and back edges (SCREENSHOT).
In Edge editing mode (not Border editing mode), choose the
Bridge dialog box, and specify 8 segments (SCREENSHOT).
(If you want a finer curve, you can specify a higher number of segments, but
they should be an even number, to allow easier mirroring in the next step)
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