I get a three view drawing, make the fuselage and 1 wing. Then I convert to mesh and optimise the mesh if necessary. Then I remove half of my extruded profile for the fuselage and duplicate and mirror the remaining half to make sure I've a symmetrical object (assuming the a/c is symmetrical).
To make the wing I produce cut sections of the wing and then skin them as I think is mentioned in one of Bart's tutorials for blender (I think it's a cave one) a great source for these is model a/c plans. I think the boolean tools could be very useful (but these weren't available when I started using blender). They could be used to get a good cutout quicker than editing the vertices to put in the u/c bay. I made realistic looking wheels by making a high poly-count model of a wheel and adjusting material properties etc to give an almost photorealistic wheel... I then used this by making a texture from it and putting it on a low polycount wheel (no one looks that much closely at the wheels anyway). On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote: > WillyB wrote: > > > > http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png > > You can probably spot some other things I've started to do wrong. > > Ok, you already got the idea, but I would rotate the images in gimp ( top > and front ) to have horizontals and verticals. > > If you crop the top view to the wings extremities and you already know > the wingspan, it is easy to calibrate the image because the size you enter > in blender is just wingspan / 2. Same for the other views. > > -Fred > > > _______________________________________________ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Christopher S Horler <[EMAIL PROTECTED]> _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel