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< Wings 3D | Tutorials
This tutorial is for a freeform generalized car model. It can be adapted towards specific models by using plan drawings in orthographic view and adding extra edge loops as needed.(NB - You'll need to enable Advanced menus for this tut - via Edit | Prefs)
Start with a basic cube.
Extrude outwards the hood and trunk volumes.
(Bonnet & boot for those more used to the U.K. terminology.)
(Bonnet & boot for those more used to the U.K. terminology.)
Extrude upward the cab volume.
Scale car, move edges, etc. in order to make proportions more car-like.
Note window angles, roof line, body lines, cab profile, etc.
In addition to being shorter than the body, the roof also tends to be less wide as well.
Note window angles, roof line, body lines, cab profile, etc.
In addition to being shorter than the body, the roof also tends to be less wide as well.
Select edge ring (default hotkey 'g') and connect (default hotkey 'c') to create centerline.
Move centerline edges as necessary to define shape a little better.
Note that on most cars, the front and rear windshields have some curvature.
Note that on most cars, the front and rear windshields have some curvature.
Add these edges to help define the lower body.
Can be done rapidly by selecting appropriate edge ring, hitting '3', and then connecting.
Can be done rapidly by selecting appropriate edge ring, hitting '3', and then connecting.
Add these edge loops to help start the front wheel wells.
I almost forgot. These edges must be added as well before doing making the wheel wells.
Don't forget to adjust where needed to maintain proper curvature on cab windshields.
Don't forget to adjust where needed to maintain proper curvature on cab windshields.
Select these faces and dissolve.
Connect vertices on front and back corners to create diagonal edges.
(A second diagonal edge is in the front of the wheel well area.)
Making the edges may take more than one step.
(A second diagonal edge is in the front of the wheel well area.)
Making the edges may take more than one step.
Connect the front and back diagonals created previously.
Scale edge Radial | radial Z | Scale to point. Select same point as illustrated. Scale to 0%.
(Holding shift will make snapping to 0% easy.)
This is faster than two separate vertice flatten operations.
(Holding shift will make snapping to 0% easy.)
This is faster than two separate vertice flatten operations.
Create edges inside wheel well (connect, cut, etc.) so that existing edge loops maintain continuity.
Create these 'control' edge loops on the cab area of the car.
Using slide twice makes placement easy.
First slide relative +/- 100%, then without deselecting slide distance desired amount.
Using slide twice makes placement easy.
First slide relative +/- 100%, then without deselecting slide distance desired amount.
Create another set of control loops as in the illustration.
Create and place an edge loop as illustrated.
Select edges and slide back as shown in illustration.
Select these faces and repeat the same steps used earlier to make the front wheel well.
Select faces as pictured and scale along Z axis.
(Faces on front inside of wheel wells are also selected but not visible in picture.)
This shapes the wheel openings.
(Faces on front inside of wheel wells are also selected but not visible in picture.)
This shapes the wheel openings.
Select these edges and move on Y axis to further adjust wheel well shape.
Loop cut along the centerline. Select the unfinished half and delete it.
Select resulting centerline face, then switch to verts. Flatten verts along x-axis.
(This step works with my personal workflow as I've had problems with the virtual mirror.
It ensures centerline verts actually lie along the centerline when using a RMB reference.
If you find the virtual mirror to work better, you can adapt your workflow to use it.)
(This step works with my personal workflow as I've had problems with the virtual mirror.
It ensures centerline verts actually lie along the centerline when using a RMB reference.
If you find the virtual mirror to work better, you can adapt your workflow to use it.)
Select centerline face again, mirror.
Of course you would think that it would be done in the previous step.
As the smoothed preview here shows, this is definitely not the case.
(This is true if you plan on smoothing it later.)
Right now it would be a bit 'nerfy' if smoothed.
Thus a couple more steps to go.
As the smoothed preview here shows, this is definitely not the case.
(This is true if you plan on smoothing it later.)
Right now it would be a bit 'nerfy' if smoothed.
Thus a couple more steps to go.
Select all the faces inside the wheel wells and extrude region normal.
Create these controlling edge loops.
Select these faces. Extrude region 0 units. (Use tab entry and enter 0, or use shift to constrain.)
Without deselecting faces from before, hit 'l' (L, not 1). This will select the edge loops that go around the edges. Slide inward.
Select the faces on the sides as shown. Extrude region outwards a small amount.
Select edges shown. Slide so that edges move inward on the side.
Create some more 'control' edge loops such as the ones highlighted here.
Let's see how it looks with basic wheels, a few more minor tweaks, and in smoothed preview.
Pretty good, isn't it? You can either use the model as it is for low poly applications, smooth a few times, or use it as the base mesh for a more detailed model. (Maybe the final result here will be the start for a later tutorial on modeling detailed cars in Wings 3D.)
Pretty good, isn't it? You can either use the model as it is for low poly applications, smooth a few times, or use it as the base mesh for a more detailed model. (Maybe the final result here will be the start for a later tutorial on modeling detailed cars in Wings 3D.)
After modeling cars this way a few times, it should become obvious as to how the mesh can be changed for different models.
--Pauljs75 00:45, 8 January 2006 (UTC)
Wings 3D: Tutorials: UV mapping a car
Wings 3D: Tutorials: Making a detailed car
Wings 3D: Tutorials: Making a detailed car
Retrieved from 'https://en.wikibooks.org/w/index.php?title=Wings_3D/Tutorials/Box_modeling_a_car_with_all_Quad_topography&oldid=3315894'
< Wings 3D | Tutorials
Overview:
This tutorial provides instruction which could be considered formulaic for modeling a basic helicopter via box modeling. Though primarily directed towards users of Wings 3D, the same concepts can be applied to any modeling program that employs box modeling and Catmull Clark subdivision as a construction method. The version of Wings 3D used is 0.98.35, there may be better tools available in subsequent releases which are not employed here. Likewise this instruction may show features not available in earlier and older versions. Even though this tutorial is fairly basic, it may not point out every detail or concept in the program. Hints for default keyboard shortcuts will be in bold capitals. You should familiarize yourself with the general features and operations described in the Wings 3D manual before starting if you haven't done so already.
- 1Fuselage
Fuselage[edit]
Step 1: start with a cube[edit]
Start with a cube. This will be the fuselage.Elongate it by scaling along the Z axis.
Step 2: Develop form by adding loops[edit]
Select the edge rinG consisting of vertical edges and Connect.
Step 3: Block out the cab shape[edit]
Create another loop around the middle using method as described in the previous step.
Extrude out the nose. Slide or move edges to get the approximate shape.
Extrude out the nose. Slide or move edges to get the approximate shape.
Step 4: Tail boom[edit]
Using extrude, scale|uniform, and move, create the tail boom as shown.
Alternately, you can use inset and move to acomplish the same result.
Alternately, you can use inset and move to acomplish the same result.
Step 5: Centerline loop[edit]
Now would be a good time to add the centerline.
You should know the method of adding such edge loops by now.
You should know the method of adding such edge loops by now.
Step 6: Round the front[edit]
Select the edges on the front of the windshield and nose and move them forward.
This will make the desired curvature when smoothing.
This will make the desired curvature when smoothing.
This is what it looks like so far using smooth preview. (Shift + Tab)
Step 7[edit]
From the smooth preview before, the tail boom ended up looking a little odd.
Add edge loops to help control the smoothing as demonstrated in the picture.
Add edge loops to help control the smoothing as demonstrated in the picture.
Step 8[edit]
Smooth the model. It should appear similar to the example.
Note the subtle difference in the extra edges in the previous step caused in the tail.
Now there are extra surfaces to work with in later steps.
Note the subtle difference in the extra edges in the previous step caused in the tail.
Now there are extra surfaces to work with in later steps.
Step 9: Vertical stabilizer[edit]
Select faces near the end on the top and bottom of the tail boom.
Extrude region|normal, scale axis|Z, and move|Z to create the vertical stabilizer.
Extrude region|normal, scale axis|Z, and move|Z to create the vertical stabilizer.
Step 10: Horizontal stabilizer[edit]
Now find some faces further forward on the tail boom and extrude out the horizontal stabilizers.
Step 11: Place conrol edges and adjust[edit]
Add edges to conrtrol future smoothing (shown selected.)
A handy technique to use for 'control edgeloops' is the double-slide.
This is done by sliding to the extreme in relative mode, and then making another adjustment in absolute mode.
(Note the information on the lower right status area of the Wings3d window.)
This is also a good time to make airfoil shape adjustments to the stabilizers.
A handy technique to use for 'control edgeloops' is the double-slide.
This is done by sliding to the extreme in relative mode, and then making another adjustment in absolute mode.
(Note the information on the lower right status area of the Wings3d window.)
This is also a good time to make airfoil shape adjustments to the stabilizers.
Step 12: Adding engine hump[edit]
Select faces on top of the cab and extrude region as in the picture.
This creates the engine compartment hump.
This creates the engine compartment hump.
Step 13[edit]
Move and/or slide edges on the engine hump to give it a nicer shape.
Step 14[edit]
Add edges to the engine hump. (shown selected)
Step 15: Intake nacelle[edit]
Select these faces and extrude region by 0 units.
Step 16[edit]
Without deselecting faces from the previous step, hit L for Loop.
This will select the edge loop around the region of selected faces. Then slide.
You may need to make some other adjustments to square it up.
This will select the edge loop around the region of selected faces. Then slide.
You may need to make some other adjustments to square it up.
Step 17[edit]
Select the faces inside the loop again.
Extrude inward to form the air intake nacelle.
Extrude inward to form the air intake nacelle.
Step 18[edit]
Select all faces inside the nacelle. (Might be simple as hitting the + key.)
Extrude region|normal a small amount. This will help control any future smoothing.
Extrude region|normal a small amount. This will help control any future smoothing.
Step 19: Exhaust port[edit]
Repeat the same process used to make the intake nacelle to make the exhaust opening.
Step 20: Rotor shaft opening[edit]
Select a vertice on top of the engine hump and bevel.
You may have to move or slide some edges to place the vertice in a suitable position before beveling.
You may have to move or slide some edges to place the vertice in a suitable position before beveling.
Step 21[edit]
Cut edges around bevel and connect to surrounding vertices as shown in the picture.
Step 22[edit]
Select the vertices around the bevel that was made earlier.
(Select face inside and switch to vertice mode.)
Use Deform|Inflate and adjust to 100%.
It should make a circle as in the example.
(Select face inside and switch to vertice mode.)
Use Deform|Inflate and adjust to 100%.
It should make a circle as in the example.
Step 23[edit]
Select the face of the circle you just made and extrude it inward.
This will be the hole for the main rotor shaft.
This will be the hole for the main rotor shaft.
Step 24[edit]
Select all faces inside the hole and extrude region by a small amount.
Step 25[edit]
Inset and collapse bottom face to form a star.
Then add an edgeloop inside the side.
Set selected edges in picture to hard.
Then add an edgeloop inside the side.
Set selected edges in picture to hard.
Step 26[edit]
Select the fuselage body and Smooth.
You should have something akin to what is in the example picture.
While in body mode, this is now a good time to rename it to 'Fuselage'
instead of 'Cube1' if you haven't done so already.
We'll probably not mess with the fuselage again until texturing time.
You should have something akin to what is in the example picture.
While in body mode, this is now a good time to rename it to 'Fuselage'
instead of 'Cube1' if you haven't done so already.
We'll probably not mess with the fuselage again until texturing time.
Skids[edit]
Main Rotor[edit]
Tail Rotor[edit]
Materials[edit]
Mapping[edit]
Retrieved from 'https://en.wikibooks.org/w/index.php?title=Wings_3D/Tutorials/Modeling_a_generic_helicopter&oldid=3510315'