Ford Islands - Hanger - 79
To start modelling a hanger on the ford island I started by selecting a box pre-set, then from here using the pre-set parameters segments, I can create a hanger without the needing multiple pre-sets being added.
By referencing pictures of one of the hangers I added a large number of segments to create details like windows and the roof.
In this screen shot it is showing an exude to the sides of the hanger, this was done to help create the front of the hanger and the sides by getting the hanger in proportion to the real life counterpart building I am portraying.
This screen shot shows some development to the front of the hanger to get the basic shape, by selecting and exuding the first row of the segmented squares, I exuded the first row inside the other rows to create this indented piece which will represent the hangers doors.
Then once the front was formed I then developed the sides of the hanger by using the exude tool to create a ledge to the 8th row along the side, this was done to identify where the roof begins and where the hanger doors end.
Next I worked out what the back of the hanger looked like, referencing a photo of the back of the counterpart building, a section sticks out, which is the same height as the ledge I created previously, using the exude tool to select polygons, sections were pull out and create a rectangle to resemble the back of the hanger.
Then once the back of the hanger was created I exuded the sides of the hanger to finish the basic shape of the model.
The sides of the hanger have a nice indent where the doors are meant to be, the next stage is to work out which segments will be the windows/ panels to exude.
The sides of the hanger have a nice indent where the doors are meant to be, the next stage is to work out which segments will be the windows/ panels to exude.
In this screen shot I am improving the front of the hanger, by exuding the ends out to create the hangers posts, by doing this I am making the hanger look more actuate to the real life counterpart.
In this screen shot I am using the vertex option in the editable poly menu to select certain points to make certain square segments smaller or bigger to create windows or panels.
In this screen shot I am working out where the windows will be placed in proportion to other details on the hanger.
Then by selecting the number of segments to represent the windows and using the exude tool to push the selected polygons into the hanger side to add a window in-print.
This is a screen shot showing the windows having all been exuded and marked with colour to identify what are the windows.
Then for the side of the hanger I followed the same process as the front, by marking points with the vertex option and using the move tool to make certain segments smaller or bigger to create the front of the hangers windows and panels.
Then having a reference to the resource images of the hanger I have, I then marked out certain areas of the side of hanger to exude them out to add to the models over appearance, instead of the sides being completely flat,this was done because the depth of certain areas of the sides of the hanger resemble hanger doors.
Then afterwards I would do the same as I did to the front, marking out the windows and making them have depth imprint in the model.
A screen shot of the marked windows and the finish design for the sides of the hanger, now I have to repeat this process for the opposite side.
In this screen shot I am adding more detail to the front by creating relief ledges.
Using the exude option I pulled out the marked square segments above the hangers windows to create a rim to the hanger.
Returning to the back of the hanger using the square segments I calculated how many I needed to create the windows on the back of the hanger.
Referencing the hangers images I have, I needed eight windows on the back to be actuate to the real life counterpart and when I selected the segments I had exactly eight which is fortunate, usually trying to guess how many segments you need to get the right number of windows can be difficult, but this worked out perfectly.
In the next screen shot I am using the exude tool once again to exude the marked polygons to give the windows depth.
Next to improve the back of the hanger, referencing the images available, using the vertex option, I used the move tool to create small windows by moving vertex points closer which formed a ledge, which I selected the top vertex points and brought them down nearer to the bottom vertex points.
Then with the exude tool I brought the narrow long segments out to form a ledge and the squares segments in to form windows.
In the screen shot below It shows the ledge complete, with a triangle point at the end, by selecting all the top of the exuded vertex points and moving them down with the move tool, I created this ledge.
This is a screen shot of the exuded small windows which are being marked by a material to identify them easier.
Going back to the front of the hanger, giving the hanger more detail to the front pillars beside the hangers front door have a square indented design, to create this I found that the end of the hanger had a line of a small segment, by using the vertex points to select all the points I used the move tool to position the points In the middle.
Then when placed in the middle of the pillar I used the exude tool to exude it in to create this indented detail to a simple and plain area of the hanger.
Then once the extra detail was applied to the pillars of the hanger I selected all of the top segments at the front of the hanger and exuded them out adding detail to the model.
Next adding more detail to the front of the hanger, the top of the pillars have a rim at the top, by exuding the sides and front it gives the model more of a shape.
Next I wanted to give the top of the hanger roof an angled lift, referencing one image of the hanger that identifies that the roof might be pointed in the middle, so I used the vertex points to select certain points and then lifted them up higher than the others points to create a point in the middle of the roof.
But the results came out like this, because of the so many points/ segments needed for the windows, the roof gets affected because of the multiple points that needed selecting, if the roof had less points then I could recreate an angled roof easier, so as it complex with multiple points, the roof of the hanger is remaining flat.
This is a screen shot of the overall view of the hanger, at this moment I am very pleased of how its turning out.
Compared to its real life counterpart it looks a like, in design and shape.
A screen shot of more detail being applied using a cylinder pre-set to create the hangers poles on top of the roof, I scaled and positioned one in place, then when I was satisfied with the results I cloned and positioned the another one.
To develop the design look of the hanger, I added more detail to the back of the hanger.
Referencing images of the hanger I am modelling, I found I good reference image that shows me that the back of the hanger has more ledges with lights and ladders to reach the roof.
Using the vertex points on the model I moved the segments shown in the screen shot closer together to create a ledge.
Then once the vertex points were moved into place I used the exude tool to pull out the segments to create a narrow and long ledge on the corners at the back of he hanger.
To complete the hanger corner ledges I cloned one of the cylinders from the front of the hanger and moved it to the back of the hanger.
Using the rotate and scale tool, the cylinder was proportioned and angled correctly under the ledge.
By referring the collected images of the back view of the hanger I have once more, I noticed that the back of the hanger has a overlapped roof, so to make the model actuate I used the polygon option to select the first row of the roof at the back of the hanger and exude the segments out to create an overlapped ledge over the windows.
Next to continue the detail to the back of the hanger, in this screen I am constructing ladders that allow access onto the roof.
Starting pre-set cylinders, the aspect I wanted to focus on was using the cylinders, how do I get a straight cylinder to curve over in the middle to look like a ladder used on a building.
The solution by taking advantage of the parameters segments options I gave the cylinder three length segments, why I chose three as shown in the screen shot.
I first selected all the middle segment vertex points and move them up to create a point, then I select all of the other two segments vertex points and move them up, just a bit.
Then I went to the modify menu and select turbo smooth to finish off the ladder and seen in the screen shot below, one completed ladder.
Next I moved onto to create another ladder for the back of the hanger.
This one was created simply by cloning the first ladder I had and using the move tool I positioned it beside the back of the hanger.
To make it longer to stretch the entire length of the building, the scale tool was used to elongate it up, then making slight modifications like adding more steps, the second ladder was cloned with it original counterpart and positioned on the opposite side of the back of the hanger.
In this screen shot I am developing the overall detail of the hanger.
In the screen shot it shows three rectangles being selected and these selected polygons will form the roofs venting and roof windows.
Deciding to this at this stage of the modelling of this hanger was because before I did not have any referenced images of this particular hangers roof, but recently I found a new image that showed me this hangers roof, although the image was tiny, I can guessed what the objects on the roof look like
In this screen shot, it shows the exude tool once again pulling up the three selected rectangles to make them three dimensional.
Next I considered the shape of these three rectangles, I decided to give interest and make the three rectangles have a point in the middle.
By selecting the two middle vertex points and using the move tool move them up, this created an angled middle, but not a point, so the next thing to do was to select the two previously selected middle vertex points and using the move tool, position them closer together, which created my pointed middle.
In this screen shot, it is shown the three rectangles have there pointed middle and to finish off the roof detail shape the screen shot shows the other vertex points being selected now and being moved up with the move tool, just a little because shown in the screen shot below shows the outcome of the roof detail.
An overview screen shot of the three roof windows.
Seeing how they came out from three exuded squares I think with the right texture on them, these added bit of detail to the roof make a lot of difference to make this model hanger stand out.
An alternative shot of the three roof details
In this screen shot I wanted to improve the front of the hanger, by exuding the bottom segments under the windows.
I did this because most of the bottom part of the front of the hanger seemed flat, so I decided to select what's shown in the screen shot to give the front of the hanger a bit of depth detail.
Next to improve on detail on the hanger, I used a sphere pre-set to create a ledge search light.
Starting with a sphere pre-set, I used the vertex points on the pre-set to push the vertex points inside the shape.
Spending time, selecting certain vertex points to pull out and ones to push in to the model shown in the screen shot.
Then once the vertex points had been positioned in the right place to my satisfaction, I used a turbo smooth modifier to finish off the models design
In this screen shot I am improving the back of the hanger by adding another window, this was created by moving a number of vertex point from the left.
Adding the final touches to the roof, by adding in the windows on top as shown in the screen shot, selecting every two of the segments and then using the exude tool to exude them down inside the rectangles.
This is a screen shot showing the ladders and posts from above being cloned and placed on the other side of the hanger.
In this screen shot I am showing a window texture being applied, by using the polygon tool, I individually selected all the segments I wanted to turn into windows, the downside to this there a a lot of segments so its time consuming.
I could lighten on the segments but I did need them to make the detail on the sides of the hanger and on top of the hanger.
This screen shot is showing a concrete texture being applied to the back of the hanger, at first the texture did not sit right on the model, this was because in order to have a texture sit on a model and make it look right, the line segments that make up the model have to be as straight as possible otherwise, you will get blurry texture segments on the model.
In this screen shot am applying a black texture to the front of the hanger, doing this will help separate between the other grey similar textures of the windows and panels below, the black texture can create a border rim around the whole model.
A screen shot showing the roof texture being applied, using the texture tiling settings to texture repeat it self as shown by the dark lines on the roof, this is done because the texture is not as big.
A screen shot showing the metal panel detail being applied between the window texture.
A screen shot showing that I am selecting the correct panels to apply the metal panel texture too.
A screen shot of the metal panel texture placed on the roof.
A screen shot showing a grey texture being applied to the posts and ladders on the back of the hanger
A screen shot showing a grey and yellow texture being applied to the search light models on the side of the hanger.
A screen shot showing some vertex points being straighten to help the concrete texture and in the process I created a back door on the hanger.
A final screen shot of the hanger and its textures applied, which is complete and ready for shooting.
Textures:
http://depositphotos.com/3355298/stock-photo-Texture-of-concrete-wall.html
Glass texture:
Buildings texture:


































































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