

This will give these loops a harder edge when you TurboSmooth it.įix all the the 3 point poly’s created by Chamfering,or the TurboSmooth will pinch these points too much. Select the Edge loop below and Chamfer it at 0.1. Create a tight edge loop around the square. Go to Extrude and push in the inlet ploy’s.Ĭhamfer the inside edge loop. Select the inner poly’s for the jet engine. In Vertex mode Cut a cross with one point in the middle. Go to Border and click the inner edge loop and Cap it. Thenin Vertex mode, shape the inner inlet to the shape of the cylinder. Use a Cylinder object behind the mesh to help shape the inner inlet circular. Go to Inset and create a smaller inner circle. Then Cut another line to make the two 5 point poly’s into four 4 point poly’s. In Polygon mode use Hide Selected to hide the wing and the rear of the plane. Select the 8 poly’s that will make the engine inlet, and go to Planar Y. Then in Back view, pull down the vertices on the Y axis. Then go to Top view and drag the new points down on the Y axis.

We need a flat poly for the tail of the engine. The Back view has no image to reference from, so do your best with the Side view and in Perspective view. Start shaping the engine by shaping the points to match the background images. Make one more edge loop, at the rear, on both halves of the wing. These extra edge loops will prevent the front of the wing from shrinking when the TurboSmooth modifier is used. In Vertex mode, pull the points tight on both sides of the wing. In the Top viewport, adjust the two edge loops in the front of the wing. Straighten the tail out.Īdd new edge loops so that there is enough geometry to model the plane. Shift drag to clone new poly’s in a rough outline for the body.įrom the Top view port, pull the Vertices to match the background.įix the points in side view. Make sure the Threshold is not to high, or the wing tip vertices will fuse. Right click and Unhide All, To bring back the top half of the wing.Ĭlick Attach, and join the two halves into one object. Click the Flip button to flip the Normals so we can see them from the bottom view. In Polygon mode select all bottom wing poly’s. Then select and Hide the top wing.įollow the same steps as the top wing, except pushing the edge loops downward.įollow the same steps as with the front and rear wing halves to refine the vertices. Right click and Unhide All to get the bottom wing back. Now to refine the rear half of the wing vertices. Select the front half poly’s and Hide Selected. Now to refine the front half of the wing vertices. Select the back wing poly’s and Hide Selected. Lift the second front and rear edge loops up a bit. This will be the highest horizontal segment of the top wing. Start with the middle edge loop and from the front viewport lift it up. Then on the cloned copy, right click and Hide Selection.

Shift drag the wing to Clone a copy for the bottom wing. Press ALT X to see through to the background if you need to. In Vertex mode and start shaping the wing tip. Stretch the vertexes to match the background.Ĭlick Connect settings and add three edge loops. Then Rotate and Move the last segment vertical, next to the left engine. In Move mode, hold Shift and drag a cloned edge to each segment on the wing. In Edge Mode, select the left edge and use Rotate and Move from the toolbar to start a sloping segment of the wing.

Right click and convert to Editable Poly. These are the three planes rotated and moved into placeĬreate a colored Plane object with 1x1 segment, on the tip of the wing in the Top viewport. If the pixels size for the SIDE bitmap is 344x340 then the Plane object will be 34.4x34.0 Resize each Plane object so the background picture has the right dimensions. Load the bitmaps into the Diffuse color slots. FlyingWing OBJ Put background pics on three plane objectsĭownload the three wing pictures.
