Thursday, 3 March 2011

Hangar



 http://www.notarealthing.com/2010/09/skyfleet-and-texron/



Create cube




Add resolution using connect, pinch + inset




Select polygon + indent as shown below





Select roof - extrude - 




Add geometry along roof using connect



Manipulate vertex to create curved roof




Creating roof inside

Create cube - change dimensions to slim cuboid - array for depth



Select all duplicates - tools - array - second direction





Create connecting beam (cube stretched) array in two directions at once (to connect all components of inside roof)




Third connection slopes to towards centre therefore requires two directional array to mid point




Then mirrored to complete




Move into position




Attempt 2

Walls - features

Create gengon - 6 sided - to taper





Clone and place into pattern as shown




Connect gengon's using bridge (select opposing polygons, bridge tool)




Extrude further as shown




Attempt 3

Before connecting using bridge - inset every side to give extra detail to joining parts




Extrude and connect as shown (shown next to previous attempt


Place onto wall - extend horizontal  shafts - add extra cubes (cuboids) for detail



Replicate main feature of wall to add detail




Mirror to cover opposing wall



Back wall - cubes - stretched - inset one side - move ploygon in for indent as shown below - pair with clone - replicate across the back wall



detach roof - clone - place next to original
Select outside wall - extrude to line with roof




Crane
Create gengon -  6 sided - no taper - select bottom face - inset - extrude + repeat 5x








Create cage using same technique as cage for truck roof



Cube - inset all sides - remove unneeded polygons - bridge created gaps
















Truck Improvements


Grill

Select polygons on front of vehicle - remove to create hole - manipulate vertex to create accurate boarder



use msmooth to generate more accurate profile. - select boarder - hold shift pull inwards - generate geometry for inside of grill





Create cube - change settings to generate strip - rotate to generate appropriate angle.






tools - array - create vertical array many elements in vertical direction






Add splitters (cube - narrow strip - place as appropriate)






Light casings

Create cube - 2 segments (shaft)




Select both side polygons - inset , by polygon - move polygons inwards to create hollow case





Manipulate shape and move into position






Hide front hood part of car - select inside side casing geometry's - delete - this leaves a border around floating back inside casing polygon + inside edge of front of component of each hollowing - select inside edge of front of component





 Cap - detach - extrude - move away (in single plane) away from casing





Select inside boarders - bridge to replace previously deleted geometry




Unhide truck components




Manipulate casing to fit onto truck correctly





Symmetry to create duplicate for alternate side of vehicle




Cage to hold lights on roof

select roof polygon - inset - select created boarder - extrude



Select outside centre polygons - delete




Bridge open edges to re seal geometry






Main spinning lights 

Cone - top diameter greater than lower - select top polygon - inset - extrude - inset - select boarder - extrude




Delete boarder




select inside boarder - cap




select outside boarder - cap




Turbo smooth














Truck Build

















http://www.airliners.net/aviation-forums/trip_reports/read.main/107843/

















http://www.istockphoto.com/file_closeup/objects-equipment/560847-airport-fuel-truck.php?id=560847



Texron fuel tanker



http://www.notarealthing.com/2010/09/skyfleet-and-texron/


Simple objects - cylinder





Select polygons around base of shaft - delete




Edge ''tool / selector'' - hold shift - drag outwards horizontally - repeat vertically - repeat for base



Select top + bottom edge of flat side - connect - connect options (side box) - slide + pinch 2 segments




Repeat for opposite side + to add shown below geometry




Select polygon - inset





inset again then move backwards to create indent - curves created by manipulating earlier added resolution / geometry





Remove top to polygons along shaft - cap - select capped polygon surface



Extrude vertically





Select end polygon + extrude




Select cylindrer + newly created bar - detach



Select all other geometry (rear base) - mirror / symmetry - create mirrored entity



Place apprpriately




Select opposite edges as shown below - bridge




Re-attach all geometry together - target weld loose vertex to remove gaps / overlaps




select cylinder end polygon - extrude - select end border + cap to create back face




CAB ATTEMPT 1

Create box - many segments




Manipulate vertex to create truck front shape as shown below





Extrude to half width of cab





CAB ATTEMPT 2

Create tube - select outside edge vertex - move backwards to create sloped angle - remove unwanted segments to create arch




Select - boarder - cap bottom of arch





Select back edge - hold shift - move vertically - adjust vertex positions to create bonnet shape - hold shift pull horizontally




Select vertical edge to pull out door base - separately select bonnet edge and pull out (hold shift + move) to create windscreen and roof





To create boarder for side window loose geometry needs to be tied together to form closed boarder to be capped. Target weld vertex together below is a before shot





After shot





Polygon select all geometry as shown below - detach





Select front - turbo smooth




Mirror / symmetry to create full front cab - attach new segment to orginial






Remove two segments creating windscreen - target weld geometry to create boarder


Cap boarders




Wheels

Create tube (many segments) - manipulate vertex to give rounded, softer appearance





Create cylinder with minimum 5 cap segments






Manipulate segment radii to allow narrow wide narrow config - select wide section ring using polygon select - move backwards to create indent






Clone wheel and tyre to create back wheel - mirror / symmetry both wheels too create wheels for otherside






Create three cylinders, two sizes - configure as shown below - put together to create exhaust- align with side of vehicle 





Underside of vehicle has no geometry - select front edge + back edge - bridge





Result of bridge





Basic render check





Wide angle mirror - create cone - on large cap select polygon - inset - move geometry inwards 





Create cube - select one shaft side - polygon - inset - move polygon inwards





Position accordingly






Create cube - many segments - select modifier bend - set angle






Move into position to create illusion of support






Attach and bridge to mirror - ad straight supports to long mirror - use simple cuboids






Materials

Create colour bitmaps + logo bitmaps + metals + rubber
Use raytrace maps on reflect + refract to create glass





Select all cylinder geometry - detatch





Select top edge of side + bottom - connect - 2 segments - pinch






Select polygons as shown




Apply bitmap/material logo to section - scale + move until desired outcome.
Apply mirrored + reversed logo to opposite side (with placement manipulation rotation may be required)




Apply all other materials