|
Author
|
Topic: Airfoil Modelling Methods
|
FarmerJoe Pilot
|
posted 04-11- 02:00 AM
Lets get a list goin here. Okay I ran into a problem I created a fuselage wings and engines for a plane. Well I didn't bother to make the tail part of the fuse. How can I make the tail efficiently without losing much time? Do I just do it like another wing, but then I am going to have to piddle with the verts to get the desired effect correct? Or is there a way "I'm usin 3ds btw r3.1" I can get around all this a more simpler way? Also put a list of the methods you people use in creating airfoil models. Notice the Subject.I tried searching for many different subjects so, this one will be here for future searches now. Also it'd look perty good on my website. Thanks for all information guys. ------------------ So many things so little time FarmerJoe IP: Logged |
wakeup tailgunner JAG
|
posted 04-11- 05:56 AM
In AC3D, I always do it the same way!Draw the profile at the root, extrude it, and shift the verts to get the shape. Tips involve laying a profile of verts, and throwing a convex hull over it all. Clean away the unwanted surfaces, and you have a wing/hstab/vstab. Takes no time at all. Don't know about Max though....I can't seem to find any tutorials written in english to help me get started with it....the last time I 'collapsed a stack' was when I picked the wrong can of beans in the supermarket....  IP: Logged |
jedi Pilot
|
posted 04-11- 11:37 AM
I also use AC3D, but I prefer to work with simple shapes, and gradually make them complex.To make the tail part of a fuselage, I would start by making a circle, with 12-16 "segments." Then I'd "extrude" that circle into a cylinder, which would leave me with a long tube of 16 "faces." Then, I'd "snap" all the vertices at one end together, so I had a point, leaving me with a big "cone." Or I could just "shrink" the circle at one end of the cylinder, leaving a cone with the tip chopped off. I try to stay away from "creating surfaces" unless it's pretty clear that the surface only joins a FEW points, and I don't create "solids" ever--that will almost always add many unnecessary polys to the . You can also build a fuselage shape by making a curved line, with 5-10 vertices, and then "rotating" the line around an axis. This will create an "irregular" cylinder with a lot of vertices. Then you just move the vertices around until you have the right shape. Planes that are "symmetrical" like the Zero, Corsair, 109, 190 lend themselves to that sort of shaping. Planes like the Mustang or Typhoon would have to be built in sections and then joined together.
------------------ --jedi-- IP: Logged |
Zurawski Pilot
|
posted 04-11- 01:46 PM
In MAX "lofting is your friend"...  Basicly you build a spline to define your airfoil profile, than loft the spline till you have your required segments. After that you push, pull and scale until your define your wings shape! (So much easier than AC3D)  But for 50 bones, AC3D is a sweet deal! IP: Logged |
FarmerJoe Pilot
|
posted 04-11- 10:37 PM
Hehe I already finished what I was askin before yall posted. What I do when creating fuses and airfoils is just make simple lines using max across the fuse and wings sometime I may have around 22 lines. Then I use the tape measure to measure all the lines, jot the lengths down after I divide them by 2. Then I create a circle for each line and use the length of that line/2 for the radius. Make sense? Then off to the side of all the lines I just move the up the x or y axis until they are even by guesstimation with the Lines. Then I delete the lines. Hide my background image convert each circle into NURBS then U loft em all together unhide my b/g image and non-uniformly scale until I like what I see then move my verts accordingly. Sounds like a lot, but hehe I guarantee it's quicker. Oh yeah and don't forget to convert the NURBS surface back over to a mesh after you have it created 
------------------ So many things so little time FarmerJoe IP: Logged | |