The next thing to work on was building the turbo fan. The first thing to do was create a rim around the front of the fan.
I used a NURBs Primitive Torus to get a donut like shape, placed it at the front of the plane and scaled it so it fit by using the Scale Tool and changing the Radius. I then went into the Hull option and started scaling it, making a shape that was desirable.
The next thing to make is the nose of the plane. I created a Sphere NURBs primitive and placed it in the middle of the hole. I then deleted the back part of the sphere by detaching the surfaces. Then by using the CV's, I extended the shape of the sphere, and by using a mixture of altering the CVs and using the Hull option, altered the points to create a more pointed nose for the fan.
In order to make a groove in the nose, I inserted 3 isoparms quite close to each other, went into the Hull option and scaled it in until it created a groove.
I actually didn't like the nose being too long for my model of the plane, so I altered it and make it a bit smaller.
Using the Create CV Curve Tool, I made a sort of J shaped curve around the bottom of the engine in the side view, and then altered it slightly to make it more curved at the bottom using the Control Vertex. Back in the perspective view, I then altered the curve again using the CV's but in a 3D space, so the curve started at the edge and ended underneath the engine.
In order to create geometry around that curve, I had to create a circle NURB and shift select the curve and extruded it. This gave a tube like geometry around my curve, but it wasn't thick enough, so I increased the radius to make the tube thicker and more pipe like. I then altered the pipe slightly by moving the CVs around again as I tried to get a shape I was happy with.
In order to create more pipes along the engine, I grabbed the curve I had originally created and duplicated it twice, attached them both to the NURBS curve and extruded them to create exactly the same shape as original pipe. I then grouped all three pipes together, duplicated them and changed the number in the Scale X option to -1 so it mirrored the pipes, and used the Freeze Transformation so it wouldn't stay in the negative.
I then offset the mirrored pipes so they sit just below the originals by moving the CVs around, and the pipes are done.
Next I looked at building a basic block for the engine under the plane.
I started by making a polygon cylinder and placing it directly in the hole under the plane. I then cut the amount of sections in the cylinder from 20 down to 12, and redesigned the face of the cylinder so I could work with quads and alter the shape of the cylinder with a lot more ease.
As the cylinder's radius is quite large, a bit of the geometry sits in the space where the cockpit needs to go, so I added a bit more resolution with the Insert Edge Loop Tool, went into the faces option and deleted them to create space for the cockpit that I will be making further down the line.
I also added more detail to the rear of the engine, selecting the faces on the bottom part of the circle, scaling them in and extruding them to create a piece of geometry that sits on top.
I added more detail on the rear of the engine by selecting the faces of the extruded geometry, scaling them in and extruding them inwards to make holes and using the Insert Edge Loop Tool to give some the edges a sharper look.
I also created a bit of detail where the cylinder meets the end of the hole on the main body. I selected the faces, extruded them and used the Insert Edge Loop Tool to make the edge sharper.
The next thing to do was to add more detail to the wings by adding the flaps.
The first thing to do was using the Insert Edge Tool was add a bit of resolution near the edge of the wing, so I can then select the section that I want to extract and pull away from the geometry.
However, when I extracted the flap from the wing, the geometry is hollow. In order to fill it, I had to select the edges of the geometry where the hole is and bridge it, and fill either side of the holes by selecting the edges and selecting the 'fill hole' option.
There is still a problem however, as when I smooth the wing, it doesn't come out right. This can be fixed using the Edge Loop tool, but another way of fixing it is to use a tool called the Crease Tool. By selecting the edges of the wing where the hole is, using the Crease Tool and holding the middle mouse button down and shifting the mouse to the right, I can create a sharper edge.
Sometimes it's nice to use the Crease Tool as Edge Loop adds more resolution to your geometry, and sometimes when you have a high poly geometry, you don't want to add more resolution and possibly make your machine run slower as a result.
Using the Interactive Split Tool, I added more resolution to the faces on edge of the hole. I then begun to work on the flap I extracted earlier. Using the same method of highlighting the edges, bridging and filling the gaps on either side, I then used the Insert Edge Loop Tool to make sure the edges would be sharp, set the 'Translate Z' to 0 and it snapped back into place and I have a flap for the wing. I made another flap on the wing further along using exactly the same method.
The next step was to convert the wing NURB to a polygon to make it easier to work with as I begin to add detail to the wing.
The next thing to do was fill the hole at the end of the wing, and add resolution using the Interactive Split Tool so it can be altered later. I had to keep the sections into quads or higher. Triangles are not your friends when you're modelling and should be avoided at all costs.
Next I duplicated the face of the edge of the plane and extruded it. I then scaled the face inside the edge and extruded it into the rest of the wing.
Because I'm working with low resolution polygons, I can view the shapes I create with a smooth preview, as when I finally render out the image after everything's complete, it will be a smooth, so I have to make sure that everything is looking correct before I finish everything, as it will be a nightmare to alter so deep into the project.
For the edge of the wing, you can see from the first picture that the smooth version isn't giving me a sharp enough edge. To get around this, I used the Insert Edge Loop Tool to add more resolution to the edges of the shapes, so when I smoothed it again, it gives me a much sharper edge.
For the next section, I created a wing for the plane.
It was created using the a similar method I used to create the geometry for the fuselage; Creating a circle NURB and adjusting it to the shape that I want the wing, projecting it onto the surface, duplicating it and bringing out the extra circles to create the basic shape of where I want the wings to finish.
I then adjusted the size and shape of each of the circles to create a more realistic shape for the wings, lofted them and adjusted the wing by moving or scaling each NURB.
For this tutorial I'm following from Digital Tutors, I'm going to be building a model of a plane.
BUILDING THE FUSELAGE AND THE Cockpit
To start off, I created four circle NURBS and placed them across the grid, and then lofted them together to create geometry:
The next step was to begin sculpting the shape of the fuselage by using the Control Vertex on the circular NURBS:
The next task was to create the cockpit. To do this, I created another NURBS circle and using the Control Vertex, sculpt it into the shape I wanted the cockpit to be. I then projected the curve onto the surface and used the trim tool to cut out that shape on the geometry. I did the same for the bottom of the fuselage, changing the shape slightly to cover more area, as that's where the engine is going to go later.
After this, it was a case of adding some more geometry around the cockpit, giving it a bit more detail and depth using the Hull and Isoparms, and rebuilding the NURBS resolution to clean it up.