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: 3DS Max modeling tutorial Part 11 - Airplane Lockheed P-38 Lightning model 1/
3DS Max modeling tutorial Part 11 - Airplane Lockheed P-38 Lightning model 1/
Hello! There will be big list of modeling, animation, hair and texturing tutorials. These are from the beginning (easy) to advanced (hard and most used)! For beginners easy modeling and texturing, later for advanced users or you who have followed these from the beginning. Comment if you need help ever. You can also contact me in private. And tell me if these videos aren't clear enough and I will use my time to create subtitles for these. :) In this tutorial you will create the exterior of a classic, WWII airplane, the Lockheed P-38 Lightning. You'll use primitive objects and modifiers to create the parts. Viewport background bitmaps will act as guides to help you shape your plane. Note: This tutorial is a basic tutorial, but we suggest that you do this after completing the Introduction Introductory Tutorial Animated Still Life. You'll need to know how to select objects and vertices and navigate around the viewports. Skill Level: Beginner to Intermediate Features Covered in This Tutorial Upon completion of this tutorial, you will be able to: • Set up the viewports with background images to help in building the model. • Use primitive objects as the basis for each part of the airplane. • Edit themodel at sub-object levels. • Adjust the pivot point and hierarchy of the model in preparation for use with a game engine. Setting Up the Airplane Scene The first task is to set the modeling units to meters and create a calibration box. Aircraft designers have always used the metric system for specifying dimensions. As a default, 3dsMax is set to generic units, so you'll need to change this. Setting Up Viewport Backgrounds You can load images or drawings in viewport backgrounds to use as patterns for building your airplane. Each viewport can have its own background, so you can load a corresponding image in the Front, Side, and Top viewports to guide you as you build your model. In general, when modeling something you've previously visualized or seen, it's best to start with sketches from several different viewpoints, such as top, side, and front. Also, the drawings should all be to the same scale, if possible. In this lesson, you'll use three drawings of an P-38 Lightning taken from WWII plane-spotting cards. Creating the Wings There are many different modeling approaches you could take to building the wings. Here, you'll use a Box primitive with a Taper modifier. You'll be continuing from the previous section, Setting Up Viewport Backgrounds (page 89) or open p38_calibrated_start.max from the tutorialsp38_lightning folder. Adding the Stabilizer and Rudders Continue from the previous lesson, Creating the Wings (page 92) or openp38_wing.max from the tutorialsp38_lightning folder. In this lesson, you'll add the horizontal stabilizer and the twin rudders. You'll use cylinders and editable poly techniques to build these pieces. Creating the Sponsons The P-38 was a rugged aircraft because it had twin sponsons that supported the tail, housed the engines and superchargers and contained self-sealing fuel tanks. The airplane could sustain damage to either side, and still fly, thus presenting a formidable challenge to any opponent in a dogfight. In this lesson, you'll model the sponsons using the same techniques you've already practiced on the wing and tail section. You'll also use the Bevel tools to create the engine exhaust gates. Creating the Gondola The plane is starting to look like a P-38, but it's missing the central gondola, the pilot cockpit. You will create the gondola using the same techniques you learned when you shaped the sponson. To ensure that the gondola is symmetrical, you'll use the Symmetry modifier.
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28 января 2012
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