Drag out the left view in Modeler until
only the top view and left view are visible.
The front view and preview window are
not important at the moment, so maximise
the space available for the other two
views.
In the front view, create the following
rail curve. In this image, the grid size
is 5 meters.
The X value of all the points on this curve
is 0. Notice the reference control point
at the end of the rail on the right. Be
careful to include all the points
shown on the image above, as this section
has a lot of profile curves
Another rail must be created at this point.
Place the points in the top view and worry
about their vertical position later. Notice
that the point on the left end of the
new rail uses the point at the left end
of the first rail as a control point.
To achieve this, simply include this point
when you select the points to make the
curve, and then use (Ctrl+b)
or (Ctrl+n)
to toggle the control point.
Once the lateral positioning of the points
is correct, select the curve and enter
Drag mode (Crtl+t) to position
the points in the Y axis.
Save your work now as WS_Upphull_Splines_1.lwo
We must still create two more rails, but
before we can create these we must put
in some profile curves.
Firstly, reset your view to a regular quad
view so that you can see the front view
and the preview again.
This image shows a close-up of the three
new profiles and also shows the arrangement
of the control points. You may be thinking
that the choice of when to use a control
point and when not to is a little erratic,
but in order to do justice to the complex
shapes of the White Star, these measures
are necessary. Once you have created the
profiles in the left view, turn your attention
to the front view and use the Drag
tool to shape the profile curves into
the shapes shown below.
Where these curves meet the X axis, they
must be smoothed as you did with the second
rail of the lower-nose. (Click
here for a reminder of how to do this.)
Now save your work as WS_Upphull_Splines_2.lwo
"You have learned much, young one,
but you are not a Jedi yet..."
The section you are building at the moment
would be the easiest part of the model
to build, were it not for the twin gun
ports which sit like eyes on the nose
of the ship. We will now begin to insert
these.
There are two ways in which this task could
be achieved. The first option is massively
more simple, and would remove the need
for the large numbers of profile curves,
and also two of the rail curves. It involves
making the spline cage as if there are
no gun ports, and then inserting them
into the patched mesh later using a boolean
cut. This was the method I used on my
first version of the White Star (which
was never released to the public). Unfortunately,
the results were rather horrible, and
there were nasty rendering glitches around
the area of the cut, so I adopted the
following method instead, which is far
more complex, but produces a far better
result.
Create two new curves between profile curves
1 and 2 in the left view.
Select these two new curves in the top
view and smooth them together using or by pressing
Ctrl+s. Next use the Drag
tool to drag the points to their correct
positions in the top view.
The third rail must now be created and
it's one of the easiest of all the splines
in the model to make. You do not need
to create any new points at all. Simply
select these points in the top view in
the following order, then press Ctrl+p
to make the curve.
When the curve is made, select it and toggle
the Start CP (Ctrl+b). This
will create the curve as seen here.
The next curve is alost as easy. Zoom in
to the left-hand end of the two main rail
curves and select the point numbered 2
in the image below. Mirror this point
in the X axis to form the point numbered
4.
Select the points shown in the order indicated
above, then make the curve with Ctrl+p.
Select the new curve and toggle the End
CP with Ctrl+n. You should
have a curve which looks similar to the
curve in the image.
Save your work now as WS_Upphull_Splines_3.lwo
Time for some more profile curves now after
that brief indulgence in easy tasks. Four
new profile curves must be created in
the positions shown in the image below.
As these curves meet the X axis, they
need to have control points added as usual.
Create the curves in the top view and then
use the Drag tool in the front
view to form the shapes shown in the next
image.
The spline cage now looks rather a tangled
mess, and you will need to do most of
your editing while zoomed-in to specific
areas. While the model is in this state,
experiment to find your own way of manipulating
individual curves. You will need to sort
out a method for doing this, as I'm afraid
that you will have to get used to looking
at a tangled mess, as this image of the
completed spline cage shows...
Sorry!
Save your work now as WS_Upphull_Splines_4.lwo
You have almost completed the spline-based
part of modelling this section of the
White Star. We must now complete the cage
by adding the fourth rail curve. This
curve does not require many new points,
and is fairly easy to create.
Using the image above for reference, select
the points indicated in the order specified.
When all seven points are selected, create
the curve by choosing or by pressing
Ctrl+p. When the curve is made,
change to Polygons-select mode
and select the curve. Toggle the Start
CP (Crtl+b) so that the curve
does not run over the gun port.
Return to Points-select mode and
make sure that all points are deselected.
This is important for the next step. If
all points are deselected, go back to
Polygons-select mode and select
the new rail that you just created. We
will now add three more points to the
curve. Select . Click
on the curve in the positions that the
new points are to be created. The curve's
shape will change slightly as you add
the points, so once they are added you
will need to Drag them into their
correct positions.
Save your work now as WS_Upphull_Splines_5.lwo
Your spline cage should now look like this.
The cage must now be patched so that we
can add detail to the polygonal mesh.
Each area of red on the image needs to
be a separate patch. Remember to use a
sensible amount of polyons in each patch
to avoid huge numbers of polygons. My
Upper Hull has around 550 polygons, and
you should aim for about this number.
After making each patch, ensure that the
polygons are facing in the right direction,
and ensure that the points are merged.
When all the patches are made, cut them
out and place them in a new layer, then
merge all points to connect the patches.
Save your work now as WS_Upphull_Polys.lwo
The gun port must now be completed. Zoom
in to the hole in the mesh where the gun
port will be.
Select the points shown in the image. You
should trace around the points in a clockwise
direction. When all the points are selected,
make a polygon by selecting or by pressing
p. Press space, and the new polygon
will be selected for you. We will now
use the Bevel tool to inset the
polygon slightly. Select or press b
and enter the following values into the
requestor.
A new polygon is selected, and you should
Cut out the polygon and Paste
it into a fresh layer. Flip the
polygon's orientation (f) and start
the Extrude tool from or by pressing Shift+e.
Click on the polygon in the top view,
and then in the left or front view, drag
the T-bar down to well below the original
polygon. When the T-bar is in the correct
position, press Enter to finish
the extrude operation.
When the extrude is made, the polygon which
was selected has been deselected. You
must reselect this polygon (and only this
polygon) and remove it by pressing z.
You must now select the polygon at the
bottom or the current object.
With this polygon selected, click or press
Ctrl+v. In the requestor, choose
a value of 0 in the Y axis.
Once this is done, Move (t)
the now flattened polygon up until it
resembles the next image.
Select all the polygons making up this
shape, and check that they all face inwards,
towards the center of the shape. Next,
Cut out the entire shape and Paste
it back into the layer with the upper-hull
polygons in it. Merge all points in this
layer and assign all the polygons a new
surface with the following values:
| Name |
WS Upper Hull
Skin |
| Colour |
190,193,182 |
| Diffuse |
100% |
| Specular |
100% |
| Glossiness |
64 (Medium) |
| Double Sided |
YES |
| Smooth |
YES |
| Smoothing Angle |
89.5 |
|
Finally, mirror the shape across the X
axis and merge all points again.
|