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  #1  
Old 12-09-2012, 06:26 AM
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Focke-Wulf VTOL

For my next model, I'm going to work on the FW VTOL.

I've always wanted to do this model but was hesitant to tackle those curves that make up the main fuselage and cockpit.

After gaining some experience playing around with Meta's spline patches, I figured it was time to give this model a shot.

So I make a quick visit to Luft'46 to grab the three view.


I then break apart the 3-view bitmap into separate bitmaps that comprise the top, bottom, side and front views. From those bitmaps, I produce the template that I'll build the model on.



Here's how the patch for the fuselage looks like.


And the cockpit.

And finally, the rudder.


And here's a preview of all parts put together.

There's still a long way to go, and a lot of refinements to do. But I think this is a good first step.
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Old 12-09-2012, 05:21 PM
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I'll watching with interest. A very interesting model to design.
Do you play with the idea to do the central hole? Do you play with the possibility to really make it a hole? I know it's difficult but it's a nice challange.
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Last edited by Alcides; 12-09-2012 at 05:40 PM.
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Old 12-09-2012, 06:23 PM
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I was hoping someone would go after this one. Great choice and I comprehend your former hesitancy at tackling it. Great good luck and I look forward to following your progress.
Chris
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Old 12-09-2012, 07:53 PM
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Quote:
Originally Posted by Alcides View Post
Do you play with the possibility to really make it a hole? I know it's difficult but it's a nice challange.
For now, I'm thinking of the brute force approach.
I'm going to punch a hole through by doing a BOOLEAN SUBTRACT operation on the fuselage/wing using a cylinder.

I've already tried punching the hole using the spline patch. It looked bad...(hehehe... blaming the tool and not the user...).

Quote:
Originally Posted by cjwalas View Post
I was hoping someone would go after this one. Great choice and I comprehend your former hesitancy at tackling it. Great good luck and I look forward to following your progress.
Chris
Thanks!
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Old 12-30-2012, 06:37 AM
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Trully sorry for the lack of updates. I've been too busy monitoring the Steam 2012 sale that I've neglected documenting my work. (And I'd like to say that this year's Steam XMAS sale is just horrible. Nothing really good to make me want to click the BUY button. But I'm sure my wallet and wife is darned happy about this.)

Anyway, here's where I am so far:

With the low poly patches more or less "done", I've started to work on the fuselage.


I started by "freezing" the fuselage patch to generate the wireframe.
Notice that the result is very pretty, but hardly a good candidate for producing card models! Well maybe if the scale of the model is 1:1, it would suffice. But since I'm working in 1:48, I'll need to reduce those segments into something more manageable.


With gratuitous use of Metaseq's Knife Tool, I ended up with the image above.


I also did some manual brute force simplification using vertex joins to simplyfy the front part of the fuselage.


Next, I started to work on cutting the hole on the fuselage that will house the propellers.


I first created a cylinder that's approximately the size of the hole based on the 3-view.



Then I proceeded to carve out the hole by doing a boolean operation between the cylinder and the fuselage. (NOTE: The actual boolean operation was kinda messy. Okay, "kinda" is a bit of an understatement. It was VERY messy! Since I've already ranted enough about the limitations of Meta's boolean in my previous posts, I'll leave 'em out from this thread. If you still want to read the boring part on how I cleaned up the boolean operation on the fuselage, check out my blog site.)
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Old 01-01-2013, 01:16 AM
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Cool Eric! A very nice new project from you!

Gruß Gerald
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  #7  
Old 01-02-2013, 02:53 AM
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@Gerald43
Thanks!

For my next update, I started working on the cockpit.


I'd like to be able to attach the cockpit to the fuselage in a manner indicated by the drawing above.

To be able to do that, I'd need to do a Boolean intersect of the cockpit on the fuselage, as well as the fuselage on the cockpit.

After which, I'll selectively remove parts of the intersecting faces.


Here's a picture of the intersection of the cockpit on the fuselage.


And here's a picture of the fuselage after removing some of the intersecting faces.




And here's a picture of the intersection of the fuselage on the cockpit.


And here's a picture of the cockpit after cleanup.


On my next post, I'll be working on the rudders.
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Old 01-02-2013, 08:10 AM
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Some more updates.


For the rudder, I'd like to come up with a wireframe that will produce a card model similar to the drawing above.


So I start by freezing the low poly model of the rudder to produce the wireframe above.


Then the simplification...


Now, in the hand drawn diagram above, I wanted to implement petal like tips for the edges of the rudder.

I decided to do a little experiment using the Knife Tool.



I start by making small cuts on the edge of the rudder. These small cuts will be the "petals".


I then performed some vertex merges....


And it worked!
I'll be using this technique for the wingtips of my future designs.
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Old 01-02-2013, 09:13 AM
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It's all looking good so far. Continued success on this one!
Chris
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  #10  
Old 04-18-2013, 06:54 AM
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A very, very short update.
I've been ridiculously busy with work lately that I barely have time to extract enough brain juice to resume my design.

But over the weeks, I've done very small steps. A polygon here, a vector there, a slice here, a slice there.

Eventually, I was able to finish the propeller shaft, propellers and base.

I'm afraid I was not able to record the steps I went through to produce this.

But I should be able to make a write-up on those steps when I get more time.

And here's a picture of the spinner assembly:


But for now, here's the latest picture of the model:


As far as the design is concerned, the only things left to make are:
- Landing Gears
- Wheel Wells
- Vents for the spinners

Once those three items are done, I'll either proceed to do a test build or go directly to UV mapping/texturing.
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