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Chapter 7. The Editable Poly: Box Modeling > Putting a Tail on the Fuselage

Putting a Tail on the Fuselage

The plans of the plane show a short tail that is not part of your model at this stage of development. You'll now use Polygon sub-object editing to add several segments vertically, then adjust the vertices to fit the curvature as seen in the Front viewport.

Exercise 7.5: Adding a Tail

1.
Open Ch07_Plane04.max from the last exercise or from the CD-ROM. Save it to your project folder with the name Ch07_Plane05.max. Select the fuselage and zoom in to the tail area in the Top, Front, and Perspective viewports.

2.
On the Modify panel in Stack view, highlight Polygon sub-object mode. Click an empty space in the Top viewport to clear the current selection. Select the top, inside polygon at the tail. It's probably at an angle that matches the curve of the fuselage. Make sure the Top viewport is active. In the Edit Geometry rollout, click the View Align button to flatten the polygon so that it's perpendicular to the current viewport (Figure 7.26).

Figure 7.26. Select the top inside polygon and use the View Align button to flatten the polygon so that it's perpendicular to the active Top viewport.


3.
In the Edit Polygons rollout, click the Settings icon beside the Extrude button. In the Extrude Polygons dialog that appears, enter 0'4 4/8” or 4.5” in the Extrusion Height field. This extrudes the polygon about one quarter of the way up the tail (Figure 7.27).

Figure 7.27. Use the Settings icon to extrude the selected polygon approximately 4.5 inches up the tail.


4.
Click the Apply button in the Extrude Polygons dialog to repeat the extrusion three more times until it reaches the top of the tail (Figure 7.28). Click OK.

Figure 7.28. You can use the Apply button in Extrude Polygons dialog to add three more segments with the same height as the original.


5.
In Stack view, highlight Vertex sub-object mode and, in the various viewports, move vertices to form the curvature of the tail (Figure 7.29 on the next page). Use the blue and red (selected) vertices to define the shape of the tail. The gray-shaded polygons may disappear behind the map plane and make it seem as if the model is losing polygons. It may help to temporarily switch the viewports to Wireframe to verify the vertex placement.

Figure 7.29. At the Vertex sub-object level, shape the tail curvature using the plans as a guide. Use all four viewports as you work and remember to verify often by viewing in several viewports to ensure you are editing correctly.


6.
Exit sub-object mode in Stack view. Save the file; it should already be called Ch07_Plane05.max. Half the fuselage is now roughed out. While it may have taken some time for you to create this model, the next one will be that much easier now that you understand some of the fundamental workflow involved in box modeling.


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