• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Good Start?

Looking good! Cut windows and every thing.

You have come a huge distance in a short amount of time.

For me, with wings, I make an airfoil shape with 'Line' creation tool. I then click the RH flyout and select 'Sellection Modifiers/Poly Select' (at the top) and convert it to a Poly. I then save it as an Editable Poly. Then I go to Edge mode and select all Edges and click Delete so no edges are 'within' the Polygon.

Then I go to Polygon mode, click on the single one Poly of the airfoil shape and extrude it several times, making it a wing.

Then I do some handy work making the wingtip. But thats another story/message/tutorial.

You can make Elevators and Ruders in this way also.

With Rudders, for me, I have been studing how the late Girard would make rudders 'integrated' into the fuselage and now always try to make a rudder 'into' the top edge of a fuseage, working my way around (Edge mode only, working in the perimeter bits, all the way around), then finish the sides of the rudder, installing the ribbing by making Edges from Vertice points.

Sounds really difficult, but once you learn how to do it and do it a few times, it is quicker in the long run to just do it that way and have the mesh done exactly right rather then re-editing it over and over.



Bill
 
This is my first attepmt at the wing, I think i may have done something wrong, i only have vertices at the ends of the wing, and one wing end is see through,

wingioc.jpg



Thanks for the guide Bill, I found it really usefull!

Cheerz
 
Any thoughts on this please, Does it look like a Jabiru 400 ?

It does look like a Jabi. Well done Sir.


But I must agree with Ryan/KEVIN... You are realy picking this up fast. Took me many many months..

Cooincidentally.. The Jabi was my first Gmax model.


Bill
 
Many thanks for the kind words chaps, im developing the tailplane at the moment, but not having any luck with create the curved bit at the front, Any tips on creating a tail & rudder please, plus the wing support?

Please & Thanks.
 
Many thanks for the kind words chaps, im developing the tailplane at the moment, but not having any luck with create the curved bit at the front, Any tips on creating a tail & rudder please, plus the wing support?

Please & Thanks.

tails are just small wings.

A rudder is just a smaller wing carved out from that wing you built standing up.

(ailerons and elevators, in turn, are small wings carved out of the bigger wings.
 
You could use Chamfer.. Select a row of leading edge Edges in Edge mode, then click on Chamfer and pull them out with the Mouse. Adds a row of Edges in there. Then use Smooth to add some smoothness to them.


3DS Max guys love TurboSmooth. In Gmax, its called Mesh Smooth, and isnt as nice as the 3DS Max version. But it will add smoothness to a basic shape. Note, add 1 Iteration, (or 2, but it might get crazy on numbers of polygons). You can also choose between 3 smoother engines. Classic usually works well but not always. They all handle different shapes differently..



Bill
 
Instead of trying to make an exact replica in the viewport, try to build as low poly as possible. It will look blocky and like crap, but when you add a meshsmooth, it will work out fine. The tendency is to try to replicate the plane exactly, but you'll be better off this way. If you need to experiment, put a meshsmooth modifier on the top of the stack and work from the Edit mesh (or Poly) below it.

Also, try to extrude the wings,tail, and whatever else you can from the fuselage. Again, you'll be better off in the long run. For instance, in this pic, the wings, rear wings, vert. stabilizer, and windscreen are all one piece. The engine, cowling, prop, and elevators and rudder are separate. It's also after a meshsmooth modifier.

ps3.jpg
 
Last edited:
You've been a real inspiration the pair of you, i don't think i quite get the idea of extruding them from the fuse though. This was my best bet knowcked up in about 15mins, again the chamfer didn't work as i found it tricky to select the edges, they weren't showin even after i pressed F2. So far i've not had any problems except this which is starting to frustrate me !

I would upload the file for any one to take a go but it's probably best that i learn my self. As you can see it's not curved at all, just looks a bit of a mess really. I also made a window at the back that i wish i never made now, though i can;t delete it and remake!

Thanks.
 
Last edited:
I started this big long thing on extruding a wing, complete with highlighted pictures and instructions, but gMax crashed on me and I got fed up, so here it is in a nutshell...

1. Go to a side view on the fuselage

2. Under properties for the fuselage, select 'Make Transparent'

3. Hide everything except the reference images and the fuselage

4. In the modifier panel under 'Edit Mesh' select polygon mode (click on polygon)

5. Right click and select 'Cut Polygons'

6. On the side of the fuselage, cut the poly's so they trace the side view of the wing. Try to be as neat as you can about it, but don't make a whole lot of cuts. You'll be smoothing this later. Avoid making small triangular polys as they'll become a pain later

7. Select all the polys inside the outline of the wing and hit the space bar to lock the selection so you don't accidentally lose them.

8. Right Click and choose 'Extrude Polygons' and go to the top view.

9. Extrude the wing along the image in the top view, remembering to stop whenever a curve will be needed or a big piece of detail (like ailerons) will be added.

10. Hit the space bar and deselect the polys.

11. In Vertex mode, select a row of vertices and shape the top view of the wing to match. Leave the ailerons intact, as you'll cut them out of the wing later.

12. Do the same thing for the front view.

You now have a wing and fuselage that are one piece. Don't worry if it takes a bit of practice. You'll get it eventually.


Kevin
 
yeah.. that is what I am using to help me...I am just starting in gMax in the last week or two myself...

(check out "M11 Executive Transport Jet)
 
It was the tutorials by Gulfknight on youtube that got me started, they were darn good. i will try your method Kevin, I don't know if it will work with my small plane, but i'll give it a go as always, Many thanks chaps.
 
It'll work. Even if the top part of the wing goes all the way to the center, you can still extrude the polys on it. One thing I forgot to mention was that when you get the polys extruded, the first time you stop, switch to vertex mode and make the vertices all planar (all in a nice even line and all pretty and such). It'll help you later...

One of the advantages of modeling low poly btw, is that you can also rebuild those rear windows you mentioned, without worrying about the smoothness of it.


Kevin,
the guy who can model ok, but can't export!
 
Last edited:
Right ok, Simple is i can't cut, i cut the polys right click but then i don't know how to select them to extrude them ?

Thanks.
 
I dont think I under stand the question or scenario.

To cut out a part, you must first make the cut lines.

Then select those polygons in Polygon mode, right click, and select 'Detach'. Now the part (like a door, lets say), is its own object or part.

Now, you take the door and clone it. Take that, and go to Polygon mode, and select all Polygons and at the bottom, click on 'Flip Polys'. (Only available in Editable Mesh).

Now, again, take the same cloned door and select all polygons again in Polygon mode and then click on Extrude on the right. Extrude away!

It helps if you tick on that little 'Local' option also just under the Extrude button.


:D


You cant have a single part have a back side like that (usually). So you create a copy, flip it, extrude that, and simply attach in Hierarchy as a child of the original part. You 'could' re-attach' it to the original, but you usually will have shading problems.


Bill
 
Back
Top