This is another image that I will be using to model another building, the one highlighted in the picture is the building I will be portraying.
To start creating the next building I started off with a box pre-set. Using the pre-set segments to create my windows or any other pieces of detail on the model.
As this building has an added building attached to it, I decided instead of creating another pre-set, I decided to use the polygon segments to my advantage and using the exude tool, I pull out parts of the original pre-set to create the smaller rectangle as shown in the screen shot.
Then using the pre-sets segments and the polygon option I exuded segments out to create detail and the shape of the building, as shown in the screen shot, I have exuded three square segments out to create roof vents.
Then using the polygon tool again I mapped out, the sides of the model where the door and windows will be.
Then using the exude tool I pushed the windows and door in.
Then when the windows have been created, I applied the dirty window texture to this model as it worked well for the other model, I decided to apply it to this one.
Then I decided to have another go at pro Boolean to create a quick way to have a roof that exuded in the building, but this time as shown in the screen shot it worked this time, because I have already created the windows, it does not matter what happens to the polygon segments because I don’t need to create any other details on the building, so gridding out pre-sets I placed on top of the building, then selecting pro Boolean, I picked out the shapes and as shown in the screen shot I created an exuded lowered roof leaving other parts of the roof raised.
As shown in this screen shot with the roof texture, the corrugated metal texture and concrete texture were applied to the model, the building looks really neat.
Vought SB2U Vindicator
To construct and create the SB2U fighter plane, I first focused my attention on creating the planes body shell shape.
To create the sloped back design of the planes body, using the scale tool I selected the vertex points that make up the basic shape of the cylinder enclose to get narrow at on end.
I selected all the layers of the vertex points on the cylinder and as shown in the screen shot I replicated the basic shape of the planes body design.
In this screen shot I am showing what shape design I will use for the planes front nose, using a cone pre-set, I created this shape my moving the mouse you can create a shape as pointed or wide at on end, which helped me get this shape.
Next I decided to construct the tail of the plane from a box pre-set.
Mapping out a narrow box pre-set, I added a number of segments to the box, then as shown in the screen shot below, by selecting the shapes vertex points with the move tool, I moved the points so the box pre-set started to form into a rounded shape.
This stage required a lot of moving individual points into position, referring the images I had of the plane to create the basic shape design of the planes tail wings.
In this screen shot we see the tail wings have been completely finished in design shape and overall finish.
Using Turbo smooth to finish off the jagged edges of the pre-set, it helped give the tail wings a smooth rounded edge.
This screen shot shows the tail wings being created, using the rotate tool to move the original wing into place and using the cloning option and the rotate tool, a second wing was create and scaled and positioned in place sideways beside the original.
More construction to the back of the plane was done to make the shape of the plane actuate to the images I have referenced.
Improvements like altering the shape of the planes body shape by using the scale tool to drag and move the vertex points near the tail wings to give the back of the plane a tidy end, so the plane body and wings sat well together without creating any gaps.
In this screen shot I am creating the cockpit of the plane where the pilot sits, using a elongated sphere, I used the scale tool to stretch the sphere to create a rounded cockpit as the plane cockpit is designed.
As the sphere can be stretched so much, to get the cockpit shape very actuate or close as possible, the vertex points of the sphere had to be selected to finish off the design look of the cockpit.
After I had created the design of the planes cockpit, I started work constructing the planes wings, as the wing design on the plane is the same design as the tail wings, I simply cloned the tail wings and using the scale tool to stretch them out longer and narrow to get the shape wing as shown in the screen shot.
Then using the rotate tool, I tilted the wing at a 45 degree angle because the real sb2u wings are design to fold up at an angle when stationary on the ground, this allows more storage space in a hanger, so as this model of the sb2u I am designing is going to appear in the video as a static model, the wings need to be folded up.
To complete the design of the planes wings, the wings are made from two shape as it to difficult to create a flat level shape coming from an angle shape.
So to create the second piece to finish the design of the wing a box pre-set was used made the same width as the wing it self and using turbo smooth to complete the overall look of the box pre-set, it was positioned in place between the plane body and folded wing itself.
To create the other wing I cloned the first two parts of the wing and using a modifier called mirror, the wing faced the opposite way to the original, the mirror modifier saved time rotating the big wing.
This screen shot is showing a turbo smooth modifier being applied to the nose of the plane which helps finish off the shape of the nose design for the model.
Here is a overall screen shot of the plane at its current state, complete with wings basic structure and design.
Next I moved onto to create the landing gear for the sb2u, by using pre-set cylinders and a sphere, I created the back wheel of the plane.
The cylinders were simply scaled and positioned in place, taking note of the positioned I placed the pre-set in the centre back of the plane as it would be on the real plane.
The sphere was squashed with the scale tool, until it was narrow and then using a turbo smooth modifier it gave the sphere a rounded tire shape, which worked perfectly.
Next I constructed the design of the front landing gear, by starting off with a simple cylinder, as shown in the screen shot, I have cloned, scaled, rotated and positioned, three other cylinder into place to create a detailed design of the front landing gear.
Then by cloning the back sphere representing a wheel, I brought it to the front of the plane, to sit beside the front landing supports.
All pre-sets have been turbo smoothed to help make the model look very smooth.
In this screen shot I am showing detail being added to the front of the nose to the plane, these three shapes are pre-sets, which are a cone, a sphere that has been scaled narrow and been applied with a turbo smooth and another cylinder.
Altogether, these pre-set shape the prop shift for the planes propeller.
Next I started to construct the planes propeller, to create this effective and excellent looking propeller shape, I started off with a cylinder shape, then using the shapes vertex points and the scale tool, like what I did to create the shape of the planes body I selected the shapes vertex layers and scaled them in to create a fan shape, starting off narrow and small at the bottom and slowly getting wider and fatter at the top.
Then the create the rounded end like I did to create the tail wings I had to individually select separate vertex points one by one positioning them in an arc formation to create the top of the propeller.
To finish off the design shape of the propeller to make it nice a smooth a turbo smooth was applied to finish the job.
Here is screen shot of the plane at this stage, once the propeller had been positioned, rotated to be angled correctly to the model, the propeller was cloned and placed the opposite side to the original, I noted of how many propellers I needed and the sb2u only has two propellers.
Next the model went was set up to be textured, using a aluminium panel texture I referenced from the website at the bottom of the blog.
When the texture was applied to the wings of the plane it worked well to show that the plane had bolted panels. This worked well for the wings because they are flat however for the cylinder body and nose the texture had to be imported in again and using the tiling settings of the material the texture had to be smaller because the original material used for the wing made the texture stretch and it looked incorrect. so slight alterations to the tiling textured it perfectly.
When the texture was applied to the wings of the plane it worked well to show that the plane had bolted panels. This worked well for the wings because they are flat however for the cylinder body and nose the texture had to be imported in again and using the tiling settings of the material the texture had to be smaller because the original material used for the wing made the texture stretch and it looked incorrect. so slight alterations to the tiling textured it perfectly.
Also to note I used a blue texture to calculate and work out where the panels and windows will be on the polygons on the sphere that represents the cockpit.
Another overview screen shot of all the textured material placed on the plane.
To finish off the design of the plane, the ww2 livery of the sb2u was a navy grey or blue with a circle and a star on the wings of the plane.
To create this I used a cylinder pre-set and giving the cylinder little height, the circle was positioned, scaled and rotated at the right angle on the folded wing of the plane.
The star shape was created by using a box pre-set also with a low height, using the boxes vertex points, I used the move tool to position them correctly to create a star shape, this is where the box pre-set had a number of segments.
I then cloned three more, one on the other front wing and two as shown in the screen shot above were positioned on the tail.
Rotating and positioning all three objects in place.
A screen shot showing another version development to the cockpit of the sb2u, the reason why I changed this is because the first cockpit looked to oval, so constructing a better shape from a box pre-set, the vertex points were used again to aid the design shape of the cockpit, then using turbo smooth, the turbo smooth gave the shape its rounded top as shown the screen shot below.
This image above is a layout designed in adobe illustrator, to create a better texture for the cockpit.
And looking at the results of the custom texture applied to the shape fitted perfectly, representing the cockpit structure and design of the real life counterpart.
And my own Illustrator texture above:





































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