|
|
F-4 Phantom walk-through
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
F-4 Phantom walk-through // Work in Progress
Post by Weevil // Aug 25, 2008, 12:46am
|
Weevil
Total Posts: 534
|
As promised. An F-4 Phantom. But first, this message is not important enough to re-float my Hornet thread but I need a little bit of advice. I'm so glad you picked this one...we've got like...four inscale and detail books on this thing...you said you were going to let me off easy huh?
I messed up the firast time I sent my work into 3D world, I read off the website that you need a text document explaining who ou are etc and the images must be at least 2000 pixels wide, I've now read the latest magazine, and you're supposed to supply only the image(s) no larger than 1024 pixels wide and no text document...so I had to send again with corrections...but I didn't get an auto reply message like before... I'm on the forums but I don't think they'll check that...
I may have seriously messed up here.
Now. The phantom. By the end of this I will have a complete tutorial on how to make it, I've got further than I've actually shown but I'm modelling by the seat of my pants so I need to go on ahead and make any changes. This tutorial is also for any level...and I've never made on before so if things seem a little 'holdy-handy' then I apologise.
So. Let's begin. Start off with a blank scene
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot1.jpg
Now, you're going to need this image, so download it
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/f-4-phantom.jpg
For those who are experienced, I have a sneaky hunch you know where I'm going with this so bear with me. Also, I'm doing this in Ts 6.6 but I'm sure it can convert to 5, maybe 4 and definately 7
Make a plane, but resize it so it's the same size or proportional to the image, example, 10.24x6.09 (I work in meters)
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot2.jpg
Next, get the texture
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot3.jpg
Then once you've done that, copy it and move it out of the way, copy it twice more. Then make a square and make it cover the pieces that you don't want, example:
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot5.jpg
This is for making the top reference image, it elimates any pieces of flash, then, subtract the cube from the plane, and repeat this until you have only the bits you need from each image, hence why you needed to copy it twice more
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot6.jpg
Line them up like so. I choose to place the front piece at the back and the side piece in the centre so you can look at it from more or less every viewport, you don't need to look at it from behind yet.
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot7.jpg
If the drawings don't quite match up the just play around with the scaling until they do.
Next make a cube, and subdivide it twice and centre it. I'm working with the Y values being forward and back while the X values are left and right, this makes it easier when copying and mirroring things
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot8.jpg
Now, switch to side view scale it down and move it to the centre of the nose, select both the top and bottom faces and extrude it twice, move and scale you're faces approriately, you may need to switch out of sweep...mode, and resort to selecting vertices
(Weevil top tip, use the face rectangle selecter thing and make sure the 'backside' selection is checked, (right click on the rectangle selection tool))
http://i72.photobucket.com/albums/i192/Weasle_01/phantom/Shot9.jpg
And that's the start of our phantom, more tommorrow.
In some places, it may seem a little samey...continue tracing the drawings...ecetera. But...you'll get get the idea, unfortunately I do a fair amount of about faces when I make some objects so things might seem a little 'as the pigeon flies'. |
Post by Weevil // Aug 26, 2008, 8:19am
|
Weevil
Total Posts: 534
|
So..huh huh...no replies..well it's still a WIP an I'm still making it...so, boldy onwards
Part 2.
I should say before we go any further. I advise you make two new layers. Any colour you like, doesn't matter, because one of them is going to be invisible. On the first layer, if you copy (and I strongly suggest you do) a model as a 'rollback', for example when you're about to add the intakes and you're not sure it'll go particularly well, then copy the body, and place it on layer 1, and hide that layer, so it's there when you need it, just out of the way, not that it means you shouldn't save regularly.
The next layer is reserved for any reference images you have, that way you can hide that layer quickly if you want a look at the object, things normally look different when the images aren't the so do it often.
also remember I am working with my axis as YXZ not XYZ, so the X and Y axis have switched roles, X is for moving forward and backward while Y is for moving side to side. So that means the side view is in effect now the front view, I will be adressing these as such.
So. We got to the part where we had the basic outline of the nosecone. So, following the shape of the reference image. Select all the frontward facing faces and extrude them to the shape of the nosecone. And you should get something like...this.
[IMAGE 10]
Now, I've put a ring around this because it isn't quite as smooth as it should be, the top's flat, easy to sort that out. select the top (and/or bottom faces) and scale them inwards until you get a smooth curve and move them upwards slightly. Then go back to the front view (or side view in this case) and should you need to, scale certain parts out so they conform to the shape of the nose, or the line highlighted below.
http://i72.photobucket.com/albums/i192/Weasle_01/Shot11.jpg
Now it's time to do the rest of the nose. This image may not be entirely accurate so the little kinks that are drawn should really be vaguely modelled, that way the shape won't deviate too much. When you get to the cockpit, DO NOT model it. That will a seperate object, for various reasons
It will be easier to subract the flat part at the front at the end
It doesn't disturb the rest of the model.
It's easier to model the interior
We should also try and flatten off the bottom of the body, close up the two bottom faces, shown below Leave a little gap, just in case you need to seperate them again
http://i72.photobucket.com/albums/i192/Weasle_01/Shot13.jpg
Continue extruding the body, make sure you leave an edge when you reach the intakes, it'll be easier to extrude outwards that way. Also make multiple extrusions when modelling a long space, it save the polygons from stretching and also you'll have extra edges to play with when it comes to deforming the shape.
Keep checking with the other views to make sure you're scaling correctly in all directions.
http://i72.photobucket.com/albums/i192/Weasle_01/Shot15.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/Shot16.jpg
when you reach the end of the cockpit, stop. Also, at random points also keep hiding the 2nd (or first) layer, so the reference images aren't obstructing your view, while it may look like it's coming along accurately, you can't always tell.
http://i72.photobucket.com/albums/i192/Weasle_01/Shot17.jpg
See?
Now, while this may look like a bit like a high heel at the moment, we haven't got everything else sorted out yet. It's time to make the cockpit glass
Make a cube, and subdivide it twice
Copy your reference images (it helps if they're glued together) and move them up and along to the left or right, this will now become our 'secondary model patch' for when you need to model seperate pieces (nice name huh?)
Move the cube up and line it up with the cockpit glass
Extrude out the shape of the glass, there's no need to add any more vertical faces and remember that you can make the glass overlap the body for now to make it fit, it'll be subracted out when we come to make the interior
When you've done that, line it up with the body
http://i72.photobucket.com/albums/i192/Weasle_01/Shot18.jpg
Still not perfect is it? There are a number of reasons
First of all, the nose flattens out too quickly, sort this out by taking the bottom edges shown below and moving them back, if it gets to the point where it's about to overlap others, then select them as well and carry on moving them back
http://i72.photobucket.com/albums/i192/Weasle_01/Shot19.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/Shot20.jpg
Next, we're going to do some subractions. So get rid of the 'delete faces option by right clicking on the subract tool and checking the box off, this way we're going to retain out shape exactly, and we're going to cut it in half to make it symetrical, I do this every now and again just to make sure it is
IT IS REALLY IMPORTANT THAT THE OBJECT IS CENTRED AT THIS POINT. TO ENSURE IT IS, PRESS THE 'MOVE AXIS TO CENTRE OF OBJECT' BUTTON AND IF IT IS NOT SO ALREADY, CHANGE THE Y VALUE TO 0
Make a cube, make it longer than the length of the body and move it to the left, then select the inward facing face, and change it's Y value to 0 so the cube covers the entire left hand side, then subract it from the object.
Now this is the point where having ts 4 or 5 isn't a good idea, because we're going to use a plugin called mirror modeller, there is a plugin called S-symetry that does the same job though. I forget if it's supplied though, if it isn't then I'll supply a link.
Select the inward facing face on the phantom (or the new face that's just been cut) and select the mirror modelling tool, and finish it off, to do this, press the button on the left hand side of the 'mirror mdeller' panel.
You should get something like this.
http://i72.photobucket.com/albums/i192/Weasle_01/Shot21.jpg
I've continued to extrude the body as shown
Coming up in part 3.
The nightmare tail end. |
Post by jamesmc // Aug 26, 2008, 8:38am
|
jamesmc
Total Posts: 2566
|
Rocking!
Keep on preaching and teaching brother, I'll be closely watching. :banana: |
Post by simpo // Aug 26, 2008, 2:24pm
|
simpo
Total Posts: 25
|
Looking good :)
You should make it into a tutorial when it is finally done. |
Post by wally // Aug 26, 2008, 3:56pm
|
wally
Total Posts: 21
|
Way to go Weevil!
Thank you for making this tutorial. You have got this covered.
keep it coming.
TW |
Post by Breech Block // Aug 26, 2008, 4:46pm
|
Breech Block
Total Posts: 844
|
So..huh huh...no replies.
This is a great thread Weevil and, having posted a couple of very simple tutorials myself, I know just how much time and effort you are pouring into this. So even though you may not get many responses (probably 'cause everyone is just in awe of your work), rest assured it is greatly appreciated. |
Post by RAYMAN // Aug 27, 2008, 3:28am
|
RAYMAN
Total Posts: 1496
|
When you make a tutorial dont expect the people to answer to every step !;)
We are here and looking in from time to time !:)
So keep it going.... its nice to see how other people create things.
Thanks for making it !
Peter |
Post by Weevil // Aug 30, 2008, 5:39am
|
Weevil
Total Posts: 534
|
Part 3
So. Part 3 then. Things in a normal walkthrough would becoming mostly self explanitory by now but there are quite a few points to note on each part, so much so that I've deone a lot of about faces when tmodelling the next part SO. Copy your object onto your 'rollback' layer. I should say that although you'll be hiding the layer you might want to move the object out of the way anyway...Now looking back at this image:
http://i72.photobucket.com/albums/i192/Weasle_01/Shot14a.jpg
I advise you move the second vertices from the top, the one I've now circled down so it matches up with the top of the intake, this'll make extruding it a lot easier. Continue extruding down the body, so it end's up like shown:
http://i72.photobucket.com/albums/i192/Weasle_01/Shot22.jpg
Then select the faces shown and extrude them once,and move them outwards a tiny amount. Then carry on with the extrusion:
http://i72.photobucket.com/albums/i192/Weasle_01/Shot23.jpg
You can see in that image I have done a double extrusion just before the intake starts, this is so the front edge of the extruded part comes out straight. If you have not done this, don't worry, just select all the faces from the back all the way up to the start of the intake, and extrude outwards a tiny amount, the same technique as above.
Time to correct the shape. Switch to the top view and correct the shape using the outward edges of the intake. Once we've done that, we can correct that straight side in the gap between the top of the body and the intake in the two image above. Select the outward vertices or edges along the top edges, and the outward edges ONLY and move them downards to meet the top of the intake.
http://i72.photobucket.com/albums/i192/Weasle_01/Shot26.jpg
It's now time to do the hardest part of this plane. The rear end. Now while I did this by the seat of my pants with various reloads and rollvacks. I've devised the best way I can think of doing it.
Select all of the rear faces, and extrude them out and then unselect everything. Then, on the faces we've just extruded select the all of the EDGES from the TOP OUTWARD CORNER of the intake, or, every edge below the edge that joins the intake to the body. Now, scale them inwards, I find the best way to do this is to switch to either the top, side, front or back views to do this, whichever displays what we're doing the best. In the image below you can see which edges have been scaled, and also how we're going to get the look of the tail. Albiet not entirely accurate...yet [NOTE: Maybe never...depends on the type of image you want to do]
http://i72.photobucket.com/albums/i192/Weasle_01/Shot27.jpg
Now. To get the tailfin look. Keep referring back to the image above for this step.
To make space for the engines we're going to have to move some faces in. Select the faces that are halfway down the body and scale them even further inwards (see the image). Then select the bottom edges and move them up about a quater of the way up the body. I haven't done this. But then I need a new tailfin.
Now it's time to scale in the tail. Once again select all of the faces we've just extruded and bring them back so they're more or less level with the faces we've extruded them from. Distribute the newly extruded faces evenly down the body, and follow the reference images closely. Once you've done that refer back to the image above.
You'll notice that there is a certain flatness to the wide part of the tail. By flat I mean it doesn't move up or down until halfway down the tail. I've modelled it incorrectly. All the pieces should be level with each other, but at an angle, easy way for me to fixe this is simply select the vertices and move them up.
Now we're going to make the engine cowling, so, view your objects from the side and move your viewport to the 'secondary model patch' and make the engine cowling. Once you've done that, line it up with your main model
http://i72.photobucket.com/albums/i192/Weasle_01/shot28.jpg
You may notice things don't quite match up. This is where I can't help you because I can't see your model. So you'll need to do some jiggery-pokery with your faces around the edge to make the rear edge as circular as possible. I should also mention. towards the rear of the body, the intake and the body start to merge together. If you want an accurate model it is really important to model this.
Coming up in part 4:
How (and why) to make the wings and the landing gear |
|