Modeling, Texturing And Rigging A Republic P47 - Part 1
Jan 18, 2006 at 12:00 am by
deemarie
Part 1: Creating A Reference
Setup
Over the next few weeks, guest columnist Anders Lejczak [bazze]
shares his Cinema 4D expertise with the Renderosity community.
Anders combines his passion for airplanes and his talent as a CG
Modeler to bring you this outstanding tutorial series: Modeling,
Texturing and Rigging a Republic P47. This week, Part 1:
Creating A Reference Setup!
Before we start modeling our aircraft we need some sort of aid that
will help us get the shape and proportions right. Without a proper
reference setup this would be very difficult. All kind of
blueprints are available on the net. My favorite source is Sky Corner.
[Editors Note: additional blueprint links can be found at
the bottom of the page.] Finding Decent Blueprints I have
downloaded 2 sheets with blueprints like these you see in this
picture. I can't use them as they are because they need some 2D
editing first.
As you see in the next picture I will create one top view, one side
view, one front view and several cross section views from these
blueprints.
Creating Textures For The Reference Planes Make sure that
your textures all have the same size (for example 1024*1024) and
that the blueprints are correctly scaled. The thin green lines just
illustrates that I compare the wingtips etc to make sure that
everything is scaled correctly. The red crosses are used to mark
the middle of the texture. These come in handy in the next step.
Aligning The Planes Create 3 new planes, one for the bottom view,
one for the side view and one for the front view. Apply the top,
side and front textures and align the planes so that the red lines
meet (marked with green circles). Make the planes editable and
delete the polygons you don't need.
Setting The Shader/Texture Preview Properties To be able to
view the blueprints even if you are in wireframe mode you need to
add a display tag to the planes. Edit the display tag and check
"use shading mode Guarag shading. This is not all. The blueprints
are visible but very blurred/low res. Put the blueprint texture in
the color channel and set the "texture preview size" to 1024*1024
in the illumination channel. Now the blueprints should appear as
sharp as in the image below.
Setting Up The Cross Sections The above image shows how the
cross sections are set up. Create a new plane and apply one of the
cross section textures (don't forget to use the shader setting I
described in the previous paragraph). Align the plane so that the
red lines meet (marked with green circles) and move the plane into
position. The green arrow shows that cross section "A" is moved
into the place where "A" is marked on the side view. Delete all the
polygons from the cross section plane that you don't need.
Repeat the procedure for each cross section until you have
something that looks like this. The reference setup file is
available for download in the next chapter if you wish to download
it instead of creating it yourself. Blueprint sources
We invite you to visit:
All supporting images within this article are
copyright,
and cannot be copied, printed, or reproduced in any manner without
written permission from the artist
We would like to thank guest columnist Anders
Lejczak [bazze] for this outstanding tutorial series. Anders
has been a member of Renderosity for over 6 years. As a Cinema 4D
artist his Renderosity Art Gallery combines his passion for
airplanes and his talent as a CG Modeler. Jan 23,
2006 |