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Old 06-10-2004, 10:36 PM   #1
Jean Carlos
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Default Boeing 747 or 737 modeling

Hi there,

I started a Boeing modeling for my learning lessons and for a class work.

I hope anyone can help me out or indicate a boeing modeling tutor, because I have tried the aircraft ones, but almost all of them were for 3Dstudio Max.

Here we go:



Closer 1 and 2:





What do you think about?
Did I started wrong?
How can I close the hole at the back of the boeing? And which type of modeling is the best to do the front?

Thanks. I hope for some helping,

Jean Carlos
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Old 06-10-2004, 10:52 PM   #2
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you could convert it to polys and merge vertices..
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Old 06-10-2004, 11:41 PM   #3
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As I follow along with Kurts T-Rex tutorial, I've discovered that his workflow is awsome for just about anything curvy with detail.

1. Rough out the shapes with NURBS spheres
2. Convert to Polygons and attach all of the pieces + add a little detail
3. Convert to Sub-D's and add in the finer detail
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Old 07-10-2004, 01:36 PM   #4
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Thanks Exdaix!

I am trying to do with polys, but I dont know if its working out correcty..

take a look:



Tell me, any suggestions? The front and the body are combined but when I move the edges of the body, we see its not plugged...

Can you help?

Thanks..

Jean
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Old 07-10-2004, 01:39 PM   #5
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You might want to try splitting the faces on the main body a little more so you can connect all the CV's in the nose. Might make the geometry a little messy though.

Good start though
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Old 07-10-2004, 05:04 PM   #6
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Originally posted by Jean Carlos
Thanks Exdaix!

I am trying to do with polys, but I dont know if its working out correcty..

take a look:

Tell me, any suggestions? The front and the body are combined but when I move the edges of the body, we see its not plugged...

Can you help?

Thanks..

Jean
After you selected both pieces and did a Combine, did you merge the verticies? Also, you are going to want to use the split polygon tool to make as much as you can 4 sided.

Take a look at my attached pic. Use the Split Polygon tool and split from where the red lines start all the way down the plane so you keep with the quads all the way down the length.

Then Combine them if you un-did that, and merge the verticies in the pink (some have lines showing which verticies I would connect together).

The two verticies circles in blue I would try merging together also, then in turn, merging it to the verticie on the sphere.

Also, you could try deleting your current nose cone and make a new sphere that is rotated in it side so the origin point (the polace where all of the triangles come together) is facing towards the front of the plane. That would make your life easier probably, and reduce your number of triangles.
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Old 08-10-2004, 02:34 AM   #7
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I think the front I'll do later. I did it again, but not as quite as I will...

Now I am doing the wing, take a look:



Am I doing right? you can comparate with the blueprints, but the greatest doubt is if how do more detail and merge with body... I am a little lost what to do now.

Thanks for the great helping.

Jean Carlos
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Old 08-10-2004, 02:44 AM   #8
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Just delete the faces of the wing that are inside of the fuselage, then Combine the two polygons and merge the verticies. Your going to want to use the Split Polygon tool again so you have "mates" for each vertice of the wing. Currently you have many many more divisions on the wing than on the fuselage it is going to attach to, so do a bunch of split polygons around the fuselage that match up with the wing verticies.

To add detail in Sub-D mode, when you get to it, all you do is switch to Vertice mode as you do with polygons and move them around to make the shapes you want. To add more detail you need more verticies, which means you will need to use the Split Polygon tool (you can use it in Sub-D mode too) to split the areas that need more divisions (and thus more verticies to move).
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Old 08-10-2004, 07:52 AM   #9
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Split Poly Tool is your friend
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Old 08-10-2004, 02:04 PM   #10
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Hi again,

I did what you guys told me, and I am a little lost again... I dont know how to get the wing of the blueprint... you know, I can't see getting there...

Take a look:



And the rendered one:



Hm... I want to get something like this:

http://www.cgtalk.com/search.php?searchid=487939

Thx!
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Old 08-10-2004, 02:33 PM   #11
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Im not quite sure what you mean, are you asking how to actually see you wing blueprint through the wing?

If yes, either create a lambert and put the transparency to about half or goto Shading ----> Shade Options ----> X-Ray

If no ...... oops
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Old 08-10-2004, 11:30 PM   #12
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this boing you can do better in nurbs, i think. to close the hulls, right click in object and select hull. select again the extreme hull and zoom it very very close. this hull becam very small and in a normal zoom is "a close hull".
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Old 09-10-2004, 01:23 PM   #13
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This is true, you could get some nice results if you have curves and loft.

But it's a learning experience for you which is always good
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Old 09-10-2004, 02:26 PM   #14
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*begins to have flashbacks of my Computer 3D Modeling course and those darn planes...* That reminds me of the time I had to model a plane for a course...I did not have to model a Boeing, but I used an American West Boeing 737 to practice with in order to learn how to use Rhinoceros 3D and also to have a basis idea of how I could model the plane for the class...I would have finished it too, but the program kept on freezing and crashing when I tried making a row of seats inside the Boeing. I made the entire row of seats outside the plane first, but when I tried moving them into the plane body, my program froze and crashed each time...I gave up after 2 or 3 consecutive tries of rebuilding the seats and putting them into the plane.
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Old 09-10-2004, 02:43 PM   #15
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Going on with my boeing model, I think the wing its 'more or less' so I decided to do the other parts and then I got a problem (as usual), take a look:



Why the hole? Why this dont looks like more rounded?

= ( not good...

Thanks for answers,

Jean Carlos
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