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
> 
> 
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-- 
Christopher S Horler <[EMAIL PROTECTED]>


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