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St<strong>art</strong>ing the model<br />
Creating the fuselage<br />
Modelling<br />
a Box out the fuselage<br />
using a cylinder with six<br />
segments and eight sides<br />
01 Box out the fuselage<br />
The first step is to box out the basic fuselage by making<br />
a cylinder with six segments and eight sides. Make sure<br />
its centre is zero on X and delete the two cap faces. Give<br />
it a basic oval shape and extend it from the base of the<br />
spinner to the end of the fuselage; don’t worry about<br />
the rudder yet a.<br />
02 Adjust to fit blueprint<br />
Your next step is to begin adjusting the vertices so they<br />
line up with our blueprint. Press Tab to enter SubD mode.<br />
The nose of the Spitfire is nice and flat so we’ll line up the<br />
top of the cylinder here. Take the first set of vertices and<br />
make them into a circle to match the spinner b.<br />
03 Continue matching adjustments<br />
Now continue the process down the length of the fuselage<br />
st<strong>art</strong>ing with the side profile and then switch to your top<br />
view and adjust the width of your edge loops. Next we’ll<br />
need to add five edge loops at the tail to create the base<br />
of the rudder and begin adjusting the vertices vertically<br />
to match the drawing.<br />
04 Refine the rudder base<br />
Here we’ll continue to refine the base of the rudder<br />
by adding three more edge loops to help control the<br />
thickness. We don’t want a bulky looking base here;<br />
b<br />
d<br />
b Use the conveniently flat<br />
nose of the plane to line up the<br />
top of the cylinder<br />
c Add extra edge loops with<br />
Alt+C and Free mode selected<br />
d The cockpit area after<br />
adjustments to produce<br />
smooth, realistic edges<br />
c<br />
it needs to finish off looking fairly sharp. Use the Edge<br />
Slide tool to move the edge loops and pay attention to<br />
how they match the flow of the fuselage. Everything must<br />
taper to the rear nicely c.<br />
05 Onto the cockpit<br />
The last area to deal with will be the cockpit. St<strong>art</strong> by<br />
adding an edge loop at the rear of the cockpit. Bevel the<br />
two faces that make up the cockpit inward and down and<br />
delete them. Next we’ll add more edge loops to sharpen<br />
the surrounding area of the pit. You will need to arrange<br />
the edges after the bevel so they provide a continuous<br />
flow with no triangles d.<br />
Artist<br />
Showcase<br />
Dieter Meyer<br />
I grew up in South Africa before moving to the UK<br />
and finally to Canada. I’ve always enjoyed drawing<br />
and sketching and using an airbrush to create<br />
<strong>art</strong>work, but it was around 2000 when I st<strong>art</strong>ed using<br />
Photoshop and 3D software to create digital <strong>art</strong>.<br />
P-47D Thunderbolt modo 401, Photoshop (2010)<br />
Modelled and rendered in modo 401 with all of<br />
the textures created in Photoshop. This was an<br />
interesting project for me as I had not done a bare<br />
metal finish on an aircraft before.<br />
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