In order to get the splines in the right
places, we will first create the non-spline-based
parts of the section, namely, the weaponry
and the two large protrusions from the
rear of the engine pod. All of these are
fairly easy to make.
Begin by creating a cylinder with the following
settings:
Next, select the following polygons of
the new cylinder.
Now activate the Taper 1 tool by
clicking and access the
tools Numeric options. Enter these
settiongs into the requestor:
Exit this requestor by pressing Apply.
You must now deselect all polygons and
then select the polygons shown here:
Again, start the Taper 1 tool and
enter the following settings:
Exit the requestor by Applying the
tool. Next, use the Mirror tool
(Shift+v) in the Y plane with a
setting of -5.9m. Finally, apply a new
surface to the two tubes with the following
attributes:
| Name |
WS Engine Pods |
| Colour |
50,
0, 180 |
| Diffuse |
100% |
| Specular |
100% |
| Glossiness |
64 (Medium) |
| Double Sided |
NO |
| Smooth |
YES |
| Smoothing Angle |
89.5 |
|
Your tubes should now look something like
this.
Save your work as WS_Eng_Pod_Fins.lwo
Create two discs with the following settings:
| Disc One |
Disc Two |
| Axis |
Z |
Axis |
Z |
| Sides |
10 |
Sides |
10 |
| Segments |
1 |
Segments |
1 |
| Bottom |
-4.96 m |
Bottom |
-7.1 m |
| Top |
-4.96 m |
Top |
-7.1 m |
| Center
X |
26.6 m |
Center
X |
26.6 m |
| Center
Y |
-6.4 m |
Center
Y |
-7.3 m |
| Center
Z |
-4.96 m |
Center
Z |
-7.1 m |
| Radius
X |
0.4 m |
Radius
X |
0.25 m |
| Radius
Y |
0.4 m |
Radius
Y |
0.25 m |
| Radius
Z |
0.0 m |
Radius
Z |
0.0 m |
|
When the discs are created, they will be
facing in the wrong direction, so you
will need to Flip them.
Using the new discs as a base, employ the
techniques learned in Lesson Four to build
the gun barrels shown in the next image.
Use the Mirror tool in the X
plane with a value of 25.8 m to
double-up the gun barrels. Apply the WS
Weaponry surface, which you created
in Lesson Four, to objects.
Finally, Cut these objects out of
the current layer and Paste them
into the layer containing the pieces created
in step 1 of this lesson. Merge all points
(get into the habit of doing this fairly
regularly) and your model should look
like this:
|