Open up modeler, and load up "Shuttle_Assembly_2.lwo", which
you should have saved at the end of the last lesson.
Let's start this part off by building the mid-section.
Click on the pen tool, and then in the face view,
draw out the following pattern:
Select the polygon, and make sure it's facing away from the
ship (i.e. to the left), then extrude it by 1.7m. You'll
end up with a nicely shaped box sticking out the back of the
ship.
Okay, now here's the tricky part. What we to do is to bring
an extension of this over the top of the ship. We could simply
continue extruding it further, but there's another way which
will give us more control over the shape of the extension.
Basically, what this method entails is taking the polygon
we want to extend, and simply split it into two pieces.
First, select the polygon on the right:
Now, without deselecting the polygon, switch to the points
mode. The two points we want to select are:
With these two points selected, use to effectively
cut this one polygon into two. Deselect the bottom half, and
then with only the top polygon selected, we'll bevel
this out twice using the following settings.
Before deselecting this front polygon, lets just move it
down a little, so it lines up with the rest. Select the move
tool, and move it -300mm in the Y-axis.
One last thing to do to this box. Deselect the polygon, switch
to points mode, and lets select the two points on the very
top front. Move these down by -600mm in the Y-axis.
You should now have something looking like this:
Let's quickly clean this up, and remove unwanted polygons.
Basically, anything which will not be seen should be deleted:
Before continuing, lets just give this an appropriate surface.
As you can see in my image above, I've already done this,
so here are my settings:
| Name |
Hull_MidSection |
| Colour |
R.110, G.110, B.100 |
| Diffuse |
100% |
| Smooth |
On |
| Smoothing Angle |
10 |
|
With the basis of the midsection in place, lets refine it
with more detail.
Use the box tool, and create a box as follows:
| |
Low |
High |
Segments |
| X |
-660mm |
660mm |
1 |
| Y |
4m |
5.2m |
1 |
| Z |
-8.2m |
-1.2m |
1 |
|
In the side window, select the bottom front points, and move
them 1.1m in the Z-axis. Without deselecting these points,
use the stretch tool with the following settings:
| |
Factors |
Center |
| X |
155%
|
0 |
| Y |
100% |
0 |
| Z |
100% |
0 |
|
Since the bottom polygon will be inside the top of the ship's
hull, we don't need it. We also don't need the back polygon.
Select both these polygons and delete them.
I decided to add another box to this part of the midsection,
simply because I felt it needed something extra. This is optional,
but if you want to, here's what it looks like:
Right, as you've probably gathered by now, most of the details
we're adding are simply modified boxes, so from now on I won't
go into detail on how to make them. For more complex shapes,
however, I'll take you through step by step.
Using boxes, I added the following. I probably added a bit
more detail than was needed, but it always pays off to put
in the extra effort. You can either use mine as a guide, or
do your own nurnies - experiment a bit.
Remember to delete unseen polygons!
The back of the midsection still looks a little sparse, so
lets remedy that. We're going to make some vent like structures
out of boxes. Draw out a box, and move the points so you have
the following:
Select the two outside polygons as shown above, and then
bevel them using the following settings:
Now you'll have a pretty good vent, but let's clean it up.
Take the bottom points of the last polygon of the vent, and
move them up so the vent is level with the top of the ship.
We'll now surface the inside of the vent, so select all the
polygons on the inside, and press q then name it "Vent_Inset".
| Name |
Vent_Inset |
| Colour |
R.100, G.100, B.100 |
| Diffuse |
100% |
| Smooth |
Off |
|
Press Shift+' to select the inverse of this - i.e. the outside
of the vent, and give it the following surface properties:
| Name |
Vent_Hull |
| Colour |
R.110, G.110, B.100 |
| Diffuse |
100% |
| Smooth |
On |
| Smoothing Angle |
10 |
|
Now all we have to do is clone this twice, to create three
vents along the top of the midsection. Select the clone
tool and use the following settings:
| Number of Clones |
2 |
| Z Offset |
-1.2m |
|
You should have something like this:
That's it for the midsection. You're welcome to continue
adding as many more details as you like - I decided to cut
a hole in the top of the midsection, and fill it with some
pipes. Here's my final midsection added to the rest of the
ship.
The top of the ship still seems a bit sparse, so lets add
those pipes we can see in the screen grabs.
Click on the disc tool, and drag out a pipe along
the top of the ship like below.
Give the pipe the following surface properties:
| Name |
Pipes1 |
| Colour |
R.192, G.192, B.192 |
| Diffuse |
100% |
| Specularity |
50% |
| Smooth |
On |
| Smoothing Angle |
75 |
|
Select the polygon on the farthest right, and we're going
to bend it in shape. First however, we need to add some segments
to bend. Press f to flip this polygon, then use the
extrude tool with the following settings:
| Axis |
Z |
| Segments |
5 |
| Extent |
1m |
|
The end of the pipe should now look like this:
Select all five segments at the end of the pipe, and then
click on . What you need to
do is place the cursor in the center of the pipe in the "face
view". Then, while holding ctrl, move the mouse
to the left - this should bend the end of the pipe left. Use
an angle between 80-90.
Select the end polygon again as shown above. Flip it with
f, then extrude it exactly the same as before to create
another five segments. Use the bend tool the same as before,
but this time bend the pipe round to the right. You may need
to change the sense to minus.
With the end polygon selected, hit the bevel tool
and use the following settings:
That's it for this pipe. The rest of the pipes on the top
are easy, they're just straight pipes. For the other pipes,
I gave a different surface setting:
| Name |
Pipes2 |
| Colour |
R.95, G.95, B.95 |
| Diffuse |
100% |
| Specularity |
50% |
| Smooth |
On |
| Smoothing Angle |
75 |
|
I also added some boxes at the ends of the tubes to add some
realism. It's all easy stuff.
Now this thing's really starting to take shape!
Let's give some attention to the engines, and rear area of
the ship. For starters, the shuttle has those Starfury style
engine shields attached to the back, so lets make those first.
What we need to do is select one of the four polygons on
the side of the ship which are diagonal. The easiest way to
do this is to select the bottom right polygon - make sure
you only have 1 polygon selected:
Now press + to hide everything but this polygon. Don't
worry, the rest of the ship is still there, it's just hidden
- press \ to reshow everything. Anyway, with this one
polygon selected, lets switch to point mode. Select
the two points which faced the back of the ship, then press
+ again. This should hide everything except these two
points.
We're going to use these points as a guide to creating an
engine shield which fits with the rest of the ship perfectly.
Mirror these two points, with settings something like
this:
Right, we now have 4 points. We'll use these to create a
flat plane. De-select everything, then select - one by one
- each point. Make sure you start at the top right, then go
left, then down, then right. That is, we're selecting the
points in the shape of the box we want to make. Now, press
P to create the polygon.
Cut this polygon out, and paste it into a new layer. You
can go back to the ship layer and unhide everything now. Basically,
we'll use this polygon to create the shield by beveling and
shaping it. This should be quite easy by now - I used a thickness
of 200mm for the bevel:
You can add some details to the shield if you want. This
is what I did:
Now we've finished the engine shield, it's simply a matter
of mirroring it - once on the X-axis, then on Y-axis - to
produce four exact replicas all exactly in the right place.
Repeat the whole procedure to create two side engines shields:
Simply cut these out and paste them in with the rest of the
ship.
With the engine shields done, lets model the engines themselves.
This is relatively easy, as it's just a few boxes modeled
to look like an engine. As such, I won't go into any detail
as to how to do these. Just apply the techniques you've already
learnt - it's easy really - to twist and shape the pipes and
boxes into the following:
Remember to give the engine surface a different name - i.e.
"Engine_Glow". Give it the same properties as the
"Windows_Glow" surface has.
The final part of the modeling phase is the nose of the ship.
Select the very tip of the nose. The easiest way of doing
this is to select all surfaces called Hull_Body. Hide everything
else, then it's easy to select the front polygon. With this
polygon selected, bevel it using the following settings:
With the polygon still selected, press q and give
it a surface name of "Hull_Front", with the following
settings:
| Name |
Hull_Front |
| Colour |
R.100, G.100, B.100 |
| Diffuse |
100% |
| Smooth |
On |
| Smoothing Angle |
10 |
|
You should now have something like this:
Okay, time to fill this in with details. Do anything you
want again - it's all modified boxes and tubes. Check out
Kier Darby's tutorial on adding detail for further insight.
This is what I did:
All we need to do now is create some pipes and boxes to add
to the sides at the front. It's the same old stuff of pipes
and boxes again - by now you must have realized that making
models really isn't that difficult... it's just a lot of hard
work.
The final touch is to create a colored band across the nose.
In the show, this color has sometimes been red, sometimes
green. It's easy to make - just switch to another layer, create
a box which runs across the nose.
Switch back to the ship, select all the polygons which have
the main surface, and hide the rest. Now, with the second
layer in the background, use to stencil
in a new surface across the nose.
That's it! No more to do!
The modeling phase is complete. Sit back, take a rest, and
pat yourself on the back!
Save your model as "Shuttle_Assembly_3.lwo".
|