With the spline cage for the upper wings
and engine pods loaded into a fresh layer,
cut out all the curves that are shown
in black in the image below, and paste
them into a layer for safe-keeping. All
the curves that are not involved in defining
the upper-surface of the wing are cut
away.
The following image should be used as a
key for the next few sections:
The curves are labelled, r(x) for a rail
curve, p(x) for a profile curve and c(x)
for an auxiliary curve.
Select the following
curves in this order:
| Curves
to select |
p1 |
r1 |
r2 |
p2 |
|
Press ctrl+f to patch these curves,
and enter values of Perpendicular: 10,
Parallel 7. If you are making a lower
of higher polygon version of the model,
adjust these values accordingly, but beware,
simply incrementing one of these values
by +1 can result in a final model with
several thousand more polygons than you
may expect. Remember that the number of
polygons created by a spline patch is
determined by the number of parallel knots
multiplied by the number of perpendicular
knots. Therefore, whereas you may think
that by deciding to use values of 10x10
instead of 5x5 for a particular patch,
in order to get double the detail, you
actually increase the number of polygons
from 25 (5x5) to 100 (10x10). Keep this
in mind.
Carefully deselect p1 by clicking on it,
and then select p3 by holding down SHIFT
and clicking on it. Patch this (ctrl+f)
and leave the values as they are in the
requestor.
Next, deselect p2 and select p4. Repeat
the patching process. Finally, deselect
p3 and select p5, repeat the patching
procedure...
Did that last patch work as you had expected?
Mine didn't. What I got was this:
As you can see, the patching worked fine
up until that last patch. So why did the
last one go wrong?
Okay, you've got me, mine didn't go wrong,
I just set it up like that so that I could
explain what to do if something like this
happens to you. Before I explain, let's
clear up the screen. If you have a horrible
mess like the image above, press u
to undo the last operation. Now deselect
everything, and then press w to
view the Polygon Statistics. (If something
other than polygon statistics pops-up
when you press w, close the window
and ensure that you are in Polygon Selection
mode. then press w again.)
Press the + symbol next to Faces
and Modeler will select alll the polygons
in the current layer, leaving all the
splines deselected. Cut (press
c) these polygons out and Paste
them into a fresh layer (press p).
Now return to your spline cage and put
the layer with the freshly-cut polygons
into the background layer. Select the
following curves in order:
| Curves
to select |
p4 |
r1 |
r2 |
p5 |
|
If you study your spline cage, you can
see that p5 joins r1 at two points. This
is why the patch went wrong. in a case
like this, Modeler uses the orientation
of the curve to determine how to patch
the surface. In this case, the curve is
oriented the wrong way around: as you
can see, the start of the curve is on
the underside of the model. You can fix
the problem by selecting p5 by itself
and flipping its orientation (press
f).
Now, reselect the curves in the order shown
above and patch them as before. With any
luck, you will be left with something
like this:
If you are not left with something
like that, or if any of your subsequent
patches go wrong, simply undo them and
search for splines which may be oriented
incorrectly. Don't be afraid to flip a
few curves here and there to see if you
can fix the problems.
Using the Polygon Statistics Window, cut
the new polygons out, making sure that
you do NOT cut the splines out with them.
Swap active layers by pressing the apostrophe
(') key. Paste your polygons into
this layer. You must now make sure that
all of these polygons are facing the same
way. refer back to Lesson
1 Section 6 for a reminder of how
to do this. Once all the polygons are
aligned, deselect everything and merge
points (press m).
Swap layers again by pressing the apostrophe
so that your spline cage is in the active
layer. We will now patch the upper surface
of the wing's leading edge.
Select the following curves in order, using
the key given previously:
| Curves
to select |
c1 |
r2 |
r3 |
p2 |
|
Patch these curves with values of Perpendicular:
5, Parallel 7. It is important not to
have too many subdivisions in the perpendicular
section, as this is really only a small
section of the model, and any more would
be wasteful.
Deselect c1 and select p3, then patch the
resulting enclosure. Now deselect p2 and
select p4... do you see a pattern emerging
here? Continue in the same fashion as
you did to make the previous set of patches,
until you have patched the enclosure made
by p4-r2-r3-p5. You should then have something
resembling this:
Keeping the splines in the foreground layer,
select a fresh layer to be the background
layer. Now, deselect everything, cut all
the polygons out, swap layers and paste
the polygons into this layer. Ensure that
all the polygons are aligned correctly,
but DO NOT merge points. You will see
why later. Swap layers back, select curve
c1 and zoom in to it.
Select the following curves in order:
| Curves
to Select |
r1 |
r3 |
c1 |
|
Patch these with values of 5 and 5. This
is a three-sided patch, which, as you
may remember, needs to have its points
merged before it works properly. Deselect
everything and the select a few of the
new polygons. Press ] (closed square
bracket) to select all connected polygons,
then merge points. Cut these polygons
out and paste them into the layer containing
the other polygons forming the leading
edge of the wing. Check to see that they
are all aligned.
While you are still in this layer, cut
out all the polygons and paste them into
the layer which contains the polygons
you created in step 17.
Select a few polygons roughly in the areas
shown below. There is no need to be particularly
accurate here.
Now press ] to select all connected
polygons. You should have something like
this:
All the patches except the small three-sided
one you just created, and the one formed
by c1-r2-r3-p2 are selected.
With these polygons selected, merge points.
Once this is done, deselect everything
and select the two patches that were not
selected in the image above. Merge points
for these two. You should now have two
separate groups of polygons. We'll leave
these alone for now. Save the contents
of this layer somewhere safe.
Return to the layer with the splines in
it. You must now lose the curves p2, p3
and c1. Put them into the layer that contains
all the curves which you cut away at the
beginning of this lesson (section 17).
While you are in this layer, pick up the
rail curve that defines the trailing edge
of the wing and cut it out You will also
need the small curve that you made in
Lesson 5 ptc, Section 9 (labelled tiny
profile curve on the trailing edge),
and the first fix-it curve from section
14. Paste them back into the layer containing
the splines that you have been working
on, and merge points. You should be looking
at a spline cage like this one:
This image also labels the new curves for
easy identification. The curves that you
should have just pasted-in are shown selected.
We will now patch the upper-trailing edge
of the wing ion exactly the same way as
be patched the upper-leading-edge.
Notice that in the above image, the curves
c2 and f1 both have their start point
on the underside of the wing. If yours
do this, you must flip them before you
continue to avoid the patch going horribly
wrong for the reasons explained earlier.
Select the following curves:
| Curves
to select |
c2 |
r1 |
r4 |
p2 |
|
Patch these with values of Perpendicular:
4, Parallel: 7. Now deselect c2 and select
p3. Patch this etc...
You will notice that if you try to patch
p4-r1-r4-p5 Modeler will tell you where
to stick it. This is what our fix-it curve
f1 is for. The final patch for this section
is not p4-r1-r4-p5, but rather it is p4-r1-r4-f1.
Once the patching is done, cut out the
polygons and paste them into a new layer,
doing the usual chechs to make sure that
they are all aligned.
Finally, we will create the end-cap for
the upper-trailing-edge, as we did for
the leading edge in section 18.
Select the following curves:
p1-r4-c2
Make a patch with values of 4, 4. Remember
the procedures that must be followed after
creating a three-sided patch.
After all this is done, cut the polygons
out and paste them into the layer containing
the rest of the polygons that form the
upper-trailing-edge of the wing. Check
the alignment of all these polygons, and
then merge their points.
Cut all these polygons out of this layer
and paste them into the layer containing
the rest of the polygons that you have
created for the upper wing in this lesson.
Merge together all the polygons, with the
exception of the polygons shown to be
selected in the image below. This image
should give you a hint as to what these
polygons will be used for: they will form
the luminous strip on the front of the
White Star's upper wings.
Select all the polygons shown to be deselected
in the image above and press q
to change their surface attributes.
Enter the name WS Upper Right Wing Skin
and enter the following values.
| Name |
WS Upper Right Wing
Skin |
| Colour |
190,193,182 |
| Diffuse |
100% |
| Specular |
100% |
| Glossiness |
64 (Medium) |
| Double Sided |
YES |
| Smooth |
YES |
| Smoothing Angle |
89.5 |
|
Press Apply.
We now need to get some details from a
previous object, so select a fresh layer
and Load the object you made earlier
called WS Lower Nose.lwo. This
will import all the texture information
which is applied to that object. What
we are after is the texture for the luminous
strip.
Once the object has loaded, return to the
previous layer, with your wing polygons.
Select the polygons which were selected
in the image above, and press q
to apply a surface. From the Surface
pop-up menu, select Light Strips
and press Apply.
Once you have applied the surface to the
necessary polygons, you can delete the
lower nose object which you loaded previously.
Okay, let's turn on the OpenGL preview
and have a look at what we've got.
Save these polygons as WS_Upperwing_uppersurface.lwo.
Put ALL the splines for the upper wings
into one layer and select the curves c1,
c2, f1 & p5. Flip these curves
so that their start points are on the
underside of the wing. Next, cut out the
necessary polygons so that you are left
with what is shown in the image below,
and paste them into another layer.
You have seen how to create the upper surface
of the wing, and the underside is no different.
Repeat all the steps above to build the
lower surface of the wing, and you should
be left with something resembling the
image below.
This image shows the various polygon patches
generated by this process. I have alternated
their layers so that the different patches
are apparent.
And now for a quick OpenGL view, so that
you can see how it all fits together.
Load up WS_Upperwing_uppersurface.lwo
into the same layer as this object, and
merge the points for the whole object.
If all goes to plan, you will be left with
this: (This image has been modified to
show the underlying polygon structure
of the object, you should see a regular
OpenGL view.)
|