Okay, I'm going to step up a gear now.
If you've got this far, you have a pretty
good understanding of how splines and
spline patching works, so I won't be spending
so much time explaining how to perform
each smoothing operation etc.
Right then. We will now continue with the
upper wings and engine pods. From what
you have on the screen now you can already
see the basic form of the upper wings.
We now need to add some refinements and
finish the engine pods.
The image below shows what you should already
have if you have followed the previous
tutorials.
Firstly, we must create a new curve to
define the horizontal section of the engine
pod. Hide all but the most important splines
and create a curve like the one in the
image below. The curve should pass through
the two points at the top and bottom of
the ring created by the last curve in
the last lesson.
As you can see, the curve is straight in
the Z direction, and one of the points
must join with point p2 from lesson 5
ptb.
This image shows the assembled splines
so far in the perspective view. It also
shows how the two main wing rails are
smoothed using points p1 and p2.
The next step is to create some more rails
for the wings, which also double as profile
curves for the engine pods.
This next curve hardly requires and new
points, and is created primarily by joining
points from the profile curves of the
wing as the image shows. The curve passes
through the pod's horizontal section curve
at the point directly above p2. It is
then smoothed into the 'ring' at the point
directly above p1, as shown in the image.
Another curve now, almost identical to
the previous one, except this runs through
the lower profile curves, and joins the
points directly below p1 and p2. The image
shows all three rails for the leading
edge selected, so that their smoothing
control points can be seen. Points p1
and p2 are also marked for reference.
Whew! After those nearly unintelligible
screengrabs to create those last two curves,
here are two curves which couldn't be
any easier to make.
Zoom right in to the rear-most part of
the wing, on the side where it joins the
fuselage. Using the image below to guide
you, create a little curve which joins
the two ends of the large rail (which
includes the 'ring') to the main rail
(shown selected) on the trailing edge
of the wing. The new curve will need control
points at either end, as shown. In the
following two images, the new curve is
identified with a red arrow.
Another one now, this time on the leading
edge, created in exactly the same way.
Un-hide all objects, and save your work
at this point.
Right, the work on the wings themselves
is now finished, so you can select all
the curves shown in the image below and
either hide them (press dash) or
cut them out and paste them
into a new layer. Either way, you don't
want them cluttering up your workspace
as you add more curves to the engine pod.
(Both of the new curves you just created
can be hidden too.) I recommend cutting
them out, as you may want to hide and
unhide other curves while you are working
on the pod, and this would become intensely
tedious if you had to reselect all the
curves below each time.
 |
| hide
these curves, including the two
new curves from section 9) |
You should be left with a shape which is
almost instantly recognisable as a piece
of the White Star. The form of the engine
pod is fairly apparent now, which will
make positioning new curves more easy.
Select the two points shown in the image
above and zoom in to them, then zoom out
slightly so that you can see a bit more
of the model. You may notice that as you
zoom in very close to splines, some of
them disappear in the perspective view.
(Newtek: WHY?!?!?!?! Please fix it!!!)
You will need to be able to see the curve
that these points are a part of.
You must now create two curves which use
these points as their start and end points,
as shown below. The curves are parallel
to the X axis.
Select the two curves and select (ctrl+s).
This next curve doesn't need any new curves
at all (hooray!). Simply select the points
shown and make a curve (ctrl+p).
Again, the next two curves do not require
any new points, however, we must build
them in a different fashion. They will
form the opposite side of the pod from
the one you just defined. However, we
cannot make them in the same way as the
previous one. This is because of the direction
of the smoothing. If we create just one
curve in exactly the same way as the previous
one, the object will appear to be 'chopped'
at the edges, rather than to have a smooth
edge. We must therefore smooth the curves
in towards the centre of the shape as
shown below.
To re-cap on how to create a curve like
this, select points in order of how they
will be joined in the curve, (indicated
by 1,2,3,4) and continue selecting right
up to the control point (4). When the
points are selected, make the curve (ctrl+p),
and then toggle the End point to be a
control point. Remember, to toggle the
End Control Point use ctrl+n, and
to toggle the beginning control point,
use ctrl+b.
To finish off this shape, we must place
a small curve in-between the two we just
created, so that the shape made is like
the curve on the opposite site. The red
arrow indicates an extra point (3) in
the middle of this curve. Once the curve
is made, press ctrl+b and then
ctrl+n to toggle the control points.
Notice that I have labelled the new point
p3.
 |
By splitting what could have been made
with just one curve into three, we have
given ourselves an extra level of control
over the shape of the resulting surface.
The small joining curve creates a nice
smooth curve with the two curves at its
ends so that the side-view of the pod
will look good, while the smoothing of
those two upper curves into the centre
of the shape will enhance the view from
above. Of course, this splitting is absoutely
essential in this case, because if we
had made the curve as a single spline,
we would have been left with an area bounded
by just two curves, and Modeler would
have thrown a fit when we asked it to
patch the surface.
You must always think carefully before
you split-up curves like this, all too
often you end up with horrible five-sided
patches which won't work at all. Generally
speaking, never use two curves where one
will do. However, in this case it is necessary.
If you have a look at the engine pod as
it now stands, you will see that there
are several areas which are not yet properly
enclosed by three or four curves. Most
of the curves that we will create for
the engine pod now are fix-it curves,
which do their best to enclose the shape
and retain the integrity of the surface.
The image below shows the areas which
are currently 'broken' or need attention.
Some of these are very small and do not
command much attention, and others are
fairly innocuous and hidden from view,
so these fix-it splines need not be too
clever, which is a small mercy.
Note the labelling of points here, these
are the points which will make our first
fix-it splines.
Select the following points in this order:
| Curve
Points |
p3 |
p4a |
p5 |
p6 |
|
Make a curve with crtl+p and then
toggle both the beginning and end control
points (ctrl+b, ctrl+n).
Now repeat this with these points:
| Curve
Points |
p3 |
p4b |
p5 |
p6 |
|
You should be left with something like
this:
Note, I have had to manually draw the smoothing
line between p5 and p6, because Modeler
hides the line when two cuves occupy the
same space. (Newtek: Again... WHY?!?!?)
Another fix-it curve now. No new points
are needed for this curve. From the image
below it should be obvious how to build
the curve, so I won't go into any detail
at all. Points p7, p8 and p9 will be used
in the next curves.
The next two curves are again made by joining
existing points. Select the following
points in order:
Make a curve (ctrl+p) and toggle
the end CP (ctrl+n).
You should have made this:
That's it for fix-it curves. All areas
on the model are now bounded by three
or four curves, with one exception...
All that remains to complete the spline
cage for the upper wings and engine pods
is to create some simple curves for the
inside of the engine's cone / nozzle.
Here is a sneak-peek at the piece of Shadow
Technology that is the engine cone.
Now, do you remember these curves?
You will need to create a point right in
the center of these curves. This will
be called point c (for centre).
Join the following points with curves,
using the image above as a reference:
| Curve
1 |
a |
b |
c |
d |
e |
| Curve
2 |
f |
g |
c |
h |
i |
| Curve
3 |
j |
k |
c |
l |
m |
|
You should be left with this:
With all three new curves selected, toggle
the Beginning and End CP (ctrl+b, ctrl+n)
and then deselect everything.
Select point c and move it along the Z
axis into the interior of the engine pod,
to create a recessed cone shape as shown
below.
That's it! Recover the curves that you
hid or cut out earlier and restore them
to the current layer, complete with the
curves you have just been working with.
Make sure that you merge all points
(press m) when you bring the curves
back.
If something drastically horrible hasn't
happened, you should have a spline cage
like this one:
Save this spline cage as WS_Upp_Wing_Splines_Finished.lwo.
If you have something like the picture,
congratulations! It's difficult enough
trying to explain how to build a cage
like that, let alone trying to follow
my gibberish instructions!
You must now patch this cage. In my opinion,
this is one of the most difficult pieces
of the ship to build, matched only by
the lower-hull and the bridge section,
which you still have to look forward to.
I will briefly cover how to patch this
piece of the White Star in the next tutorial,
as some of the patches are a little bizarre,
but I will not cover it in much depth,
as we have already looked at how to patch
an object in previous lessons. Save your
work at this point.
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