Simulation of 3D objects from drawings
This is not a long article describes a method of modeling objects for drawings. Here you will find some features of the preparation of drawings and configuration 3d max.
Let's start perhaps with the fact that we can assume the appropriate drawing.Drawing a picture of the simulated object from multiple angles (the more the better), made in the same scale. In this article we will simulate the Sukhoi T-50 PAK-FA's on the drawing:
Image resolution is very important, the higher it is, the better.
As you can see, the drawing shows images of the plane from three angles - front, side and top.
Now we need to place these drawings in 3d max. There are two ways you can cut the original image on the three files and paste them individually, but in my opinion a long time and is not effective. Therefore, I usually insert a single image as follows.
Press the M key call the Material Editor, click one of the materials, and then click next to Diffuse
In the window that appears, select the Bitmap:
And specify the location where the file with the drawing. Close the Material Editor and create a box with two sides that are proportional to the sides of the image. For example, our design has a resolution 780h570, so we create a box with sides of 78.0 and 57.0, the third party does not matter, so its length can be 1:
Do not deselect the box, once again call the Material Editor, and apply the material to set up boxing by pressing the Assign Material to Selection button and Show Standard Map in Viewport texture mapping enable the viewport:
The result should look something like this:
Now you need to make two copies of the box and place them like this:
Here the most important thing to observe the line of projection, ie such as wings on the front and sides were the same height as the tip of the nose to form the sides and top, too, were in the same plane.
Once the drawings are placed correctly they can push strongly on the axes so as not to interfere with the rotation of the camera around the model:
It may happen that's not such a good thing - in the viewport texture looks disgusting:
To correct this cant go to the main menu, Customize → Preferences tab, click the Viewports Configure Driver
In the resulting window, set the settings like this:
Click OK and restart the 3d max. As you can see the result was much better:
But that's not all, if you do not have the weakest computer display quality can be further improved. To do this, go to the folder C: \ Program Files \ Autodesk \ 3ds Max 2009, locate the file d3dgfx.ini, open with notepad, find the line and put TexSize next to the number 1024 or 2048. Save the file and restart the 3d max. As a result, the texture in the viewport was almost perfect:
Now it's time to start modeling, but since the main purpose of article is to show the basic principles of a drawing, not to teach modeling polygonal mesh editing, it will create a low poly model with a small number of parts. A description of the process will not be much reduced, since it is assumed that you have the initial skills of modeling changes in the grid object (ie, at least read this and this tutorial).
As our plane symmetric, then create one half, and then make a copy of the reflected and is compatible both halves together. Finally it should be said that the drawings are nice, but they have not reflected all the information about the geometry of the object, so it is sometimes useful to glance at the photos of the modeled object from different angles.
To begin, create not a big box and place it on the nose of the aircraft proposed:
Convert it to Editable Mesh:
Go to edit vertices and move them like this:
Four peaks at the tip of the nose combine pressing Selected. Now select the bottom polygon and Extrude squeeze through it 3 times:
Again, go to edit vertices and place them like this:
Again, merge vertices on the nose of the aircraft. Now go to the top and adjust the vertices on this form, sometimes switch to a view from the perspective to control what happens:
Scroll to the side of the polygon and continue to squeeze out, moving the right top, controlling their position in all planes, focusing on the placement of the various seams and connections of various parts of seats:
It may be useful to make an object semi-transparent:
To do this, press Ctrl + Alt + X, to remove the opacity press this combination again.
C using Chamfer add extra edge to the cockpit
Squeezing the upper ground and not moving a lot, create a top front of the cab:
We continue to squeeze out, at the junction of the wing using the Chamfer add polygons to the wing:
We continue to make the wing:
Change the position of the selected edges, making the surface more convex and smooth:
Continue to squeeze the wing ranges:
With the tool Chamfer make extra edge to create a tail:
Applying again Chamfer tools make the base for the tail:
Extrude the polygon of the base and get the tail:
Note that the tail is slightly "otopyren":
We continue to make the tail:
Finish the creation of the tail:
Now select the polygons in the seam:
And remove them. Next, select all the vertices in the seam:
Right-click on the tool Select and Non-uniform Scale, the pop-up window
Type in the X value of 0 (because the X-axis is perpendicular to the seam, you may have another field that depends on the placement of the model). This will help dropping all the vertices so that they were in the same plane. Now make a copy of the rugs, reflect and connect the two halves:
We now turn to the creation of engines. For prostate create them as separate objects. Create a cylinder with a diameter of eight faces is approximately equal to the nozzles of engines:
Convert the cylinder to an editable mesh and moving the Line the top of the engine in accordance with the drawing:
Copy and reflect the motor
In order not to stretch the chassis of the lesson, I decided not to do, you can finish them on the analogy of their own. Hopefully, the basic principles of drawing clear in the simulation
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