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Author Topic:   What is the best way to model wings??
Razor747
Pilot
posted 01-03- 08:08 PM     Click Here to See the Profile for Razor747   Click Here to Email Razor747     Edit/Delete Message   Reply w/Quote
What is the best way to model the aircraft wings, horz, & vert stabs with AC3D or 3D Studio Max?? Can I do it the same way as the fuselage?

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Thanks,

James "Razor747" Smith


Check out the SDOE Flight Line! I am constantly adding new things. Click on image above to go to my site.

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Pete Hawk
Pilot
posted 01-03- 08:43 PM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Both have their advantages. I personally like to simply export a part (wing for instance) as an Obj file from Bryan's OPS program. Import that into Max using a plugin you can get at www.habware.com (I think). Then simply edit the wing to look how you want, save, and then import the new wing back into your new sm file airplane using OPS again. Also don't forget to texture map the new wing.

That's really the easiest way to go. Work on a wing that already exists in an SM file and turn it into your new projects part. Or you can start from scratch (a little tougher). I just started a new shift at work and have to head back. I'll elaborate more on this soon.

[This message has been edited by Pete Hawk (edited 01-03-2000).]

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Bryan Russell
Pilot
posted 01-03- 09:21 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I tried two ways to make wings. First I tried Nurbs and Nurbs surfaces which was really easy in that all you did was create a few curves that look the same as the airfoil profile and then U-Loft a Surface vetween them. This looked really good but the poly count was too high and it was too much work to reduce it.

The second was as Pete suggested. The way I did it was:

1. Get a wing from the existing plane set that was as close to the one I was making. In my case I borrowed the Typhoon's wings for the Hurricane. I tryed the Spit but it was too far away to do it easily.

2. Using the Nurbs curves I had already made as a template, move the verts of the imported wing to match. Generally the verts should be in a airfoil section pattern spaced evenly along the wing.

3. Re-Texture and Export.

You can do this in either AC3D or max.

With the required polycount you're never going to get the wing to look perfect. But so long as the basic charistics are maintained it will look ok. For example, the airfoil cross section of the Hurricane looks nothing like the Clark YH airfoil but it is thick at the front, has the thickest path of the wing at roughly the right spot and the plan view has the same shape.

Incedentally I also used the same method for the fuselage, except I used Nurbs curves for fusalage sections instead. Nurbs Curves are great tools for templates.

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Jaguar
Pilot
posted 01-03- 10:18 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
You could try lofting. AC3D doesn't have this function, but 3DSMax does I think.

What you do is make a series of airfoils. 1 for the wing root and 1 for the wingtip. Thats all you need, but you may wish to add another airfoil shape between the two. These will be the cross sections of your wing. Now just select the airfoils and hit loft. The computer will then draw the wing along the outlines of the airfoils.

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Cheers!
Jaguar
www.fshangar.com

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JT
Pilot
posted 01-03- 10:25 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Here's how I do it in Max....

[This message has been edited by JT (edited 01-03-2000).]

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Tailslide
Pilot
posted 01-04- 01:47 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I did like JT, using the airfoil outline but I did a deformed loft like the tutorial he posted for the fuselage. The three outlines I used were

- wing planform outline
- airfoil outline
- a triangular wedge outline specifying how I wanted the wing to taper from root to tip.
- deform loft like the fuselage tutorial and poof yer done.

Worked for the rudder and elevators too. I just used a symmetrical airfoil for those, NACA0010 I think.

TS

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Sv
Pilot
posted 01-04- 07:35 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Here is how I did it in AC3D:
http://www.schoolmusic.com/chickencoop/se5a/v3/p2.htm

I wish I had 3Dmax

Anyway, I can make wings quick and easy with AC3D, but fuses are much harder, especialy if they are very rounded like the Albatross I'm trying to make. I might give up on the Albatross and try a plane with a more square fuse

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-Sv =FC=

WWI in SDOE!

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Razer
Pilot
posted 01-04- 07:54 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
I can make a fully working wing in a few mins in AC3D. I creat the basic airfoil of the wing. then select the part hit object, then hit the EXTRUDE button. now all i have to do is pull to the desired length. then sharp it to the right size then cap the end.

i only do this for the wing it's self. I can do the same thing for the control surfaces, But If the controls surfaces are round or not the same shape from end to end. i'll make then from scratch using the line tool.

Razer

[This message has been edited by Razer (edited 01-04-2000).]

[This message has been edited by Razer (edited 01-04-2000).]

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