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FSX Small touch of advice please.

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unitedkingdom
Good evening fella's,

I'm currently modelling a British Aerospace BAe 146-100 series and have reached a somewhat kind of brick wall.

The issue is, I'vr developed the wing, but am unsure on how to start modelling the two "areas" inside the red circles, these being the gear bay and the wing root shape at the top, could this be created by a simple cylinder, I've tried most shapes?

http://i917.photobucket.com/albums/ad19/Forum_Southwest/Example.jpg

Any help is appreciated. :D

**This is GMax sorry.
 
OH man... This is a difficult one.

I would go ahead and create the fuselage. Then you can work on fusing them together.

For the lower gear pods, a cylinder would be nice to start with, deleting its inside zone that will face the fuselage, and working them slowly together in mesh, edge at a time.


Melding wingroots into fuselage sides is a real chore, very difficult. Study it like a diamond cutter studies a diamond and move in with a 'strategy'.


To help you meld wing roots into fuselages, note that you can cut in Vertices to intercept another parts Vertices, then Attach them, then weld intercepting Vertices and delete un-needed Polys and Vertices.

I learned alot on this by Gerard H. He passed on early last year to an evil desease. But when he was making planes, he taught alot of us some amazing things about working in mesh, and one huge section was on wing root welding. I wish I had those screenshots.. He made it look so easy. Very inspirational.

Bill
 
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I've just been modelling an aircraft with a fairly complex wing root, in that it's a very smooth blend and the root is a different shape from the wing profile itself. It can cause all sorts of smoothing problems if you cock things up (which I've managed to avoid to a large extent).

Essentially I made the wing in it's entirely then deleted a little bit between the wing itself and the fuselage. With the tiny bit (one set of vertices) on the fuselage I moved them into the correct shape of the wing fillet, trying to move them as little as possible from where they were originally. After filling all the gaps where I'd deleted faces I had a nicely contoured wing, and a nicely contoured join, but a big chunk of faces with no shaping. You can then go in to that area and using the slice plane tool make yourself some vertices to work with. Then, using the scale tool, adjust those vertices set by set to shape the wing into the fuselage. Because you've already got the bit on the wing and the bit on the fuselage, the framework of vertices is already there and in the right shape. You just have to mess around with the non-uniform scale and you'll get a nice smooth attachment.

This way helped me get a much smoother progression into the fuselage.

One way I would definately avoid at all costs is the 'single vertices' way of modelling. If you're going for smoothness then avoid working single vertices - one you've moved one on it's own it's out of line with the others, and as hard as you try you'll never get it as straight as if you move/scale a block of them. It's fine to move them where you need to - inevitably you will when attachin the wing like Bill says - but if you try to hand model the root vertice by vertice you're not going to have a good time.

In my project I've put a mesh smooth modifier on the wing/fuselage join as well. I was 99% happy with the join without it, but now I have a perfectly smooth join in sim. You have to be careful with mesh smooth, because you can really really ramp up the polygon count if you're not careful, but it has its uses.

Another quick note in fact, since I imagine this might be your first project. Export to the sim regularly. This takes 2 seconds if you don't know how to already. Choose a plane you don't use in the sim (some old freeware etc), then go into it's model folder. There will be a .mdl file in there. back it up if you like. In Gmax go into FS Tools -> LOD name tool and assign a new name. Doesn't matter what you call it. Then go into File -> Export and save it as a .mdl file in the model folder of the aircraft you were just in (with the same name) and hey presto.

Bits that look awful in Gmax can really sort themselves out in sim, and vice versa. It's always worth checking. Plus it keeps the motivation up!
 
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I cannot emphasize that last bit of advice strongly enough...

...export early and often to provide a "visual sanity check" in the sim itself. No matter how nice (or not) it might look in your modeling program, it will look differently in the sim!

Recently, I've been evaluating mesh created by "Studio Modelers" who don't even own any version of FS at all. While it looks absolutely stunning in Max9 renders, in the sim all sorts of ugliness rears it's angry head!

As a result, in order to generate a viable FS model, I would have to quite literally export a test of every single part (or at least groups of related parts) to verify their correct display in the sim... :yikes:
 
Hello chaps - many thanks for all response, I'll certainly stick at it, one of these days I'll crack it I'm sure!

Many thank again.
 
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