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Let's
prepare our workspace before we start making that engine body!
First,
go to the Left viewport. If you don't have one, go to the
Right viewport, right-click and drag down on the word
Right in the corner of the Right viewport. Drag down
until you highlight Views, then drag move the mouse to the
right and highlight the word Left.
Also,
in each viewport, we want to be able to see the polygon edges. To
do this we need to turn on Edged Faces. Right-click on the Viewport
word Title and select Edged Faces in each viewport.
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Let's
hide those bogies and wheels.
First,
click on the Blueprint cube in the Left viewport
to select it.
Now,
click on the Display tab and under Hide, click
on the button labeled Hide Unselected.
If
you did this right, the only thing that should be visible
is the Blueprint cube
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Go
to the Create tab, and select the Box button.
Under Creation Method, select Box. Under Parameters,
go to the Length Segs: and put in 3.
Also,
click on Generate Mapping Coordinates.
In
the Top viewport, click and draw a box starting at
the upper left of the drawing and drag down to the bottom
right and click.
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drag the mouse up while you look at the Front viewport.
Drag the mouse until the box reaches the top horizontal line
of the drawing. |
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Let's
give our engine a MSTS friendly name. In the Create panel under
Name, type in MAIN
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Let's
start to make the engine cab.
Click
on the Modify tab and right click in the window
under Modifier list. Select Convert to: Editable
Mesh
Under
Selection , click on the vertex icon. Click
on the Move icon. Now, in the Top viewport,
select the second row of vertices from the top.
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Move
the mouse over the yellow and green arrow of the move gizmo
until the mouse pointer changes to look like the move icon.
Click
and drag so that the vertices line-up with the front of the
cab in the Top viewport. Now, grab the next row of vertice
down and move that to the bottom of the cab.
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need to extrude the sides of the cab now. Click on the Select
Object icon. |
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In
the Modify panel, click on the Polygon icon.
In
the Left viewport, click and drag a small rubber-band
selection box between the two lines for the cab.
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In
the Modify panel, under Edit Geometry,
click on the Extrude button.
In
the text field to the right, type in 0.6
and hit ENTER.
From
the Top viewport, you can see that the cab faces
are now extruded.
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Right
now, it's getting hard to see the drawing with the engine
geometry in front of it.
Let's
do something about that.
Right-click
on the Engine geometry in the Left viewport.
A
contextual menu will pop-up. You'll see four menus,
go to the bottom right menu and highlight Properties
and click.
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The
Object Properties window should show.
Under
Display Properties, click on See-Through and
hit OK.
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We
should be able to see the drawing through the geometry now.
We
want to put a curve on the roof of the cab. To make this curve
a little smoother, we need to subdivide the polygons on the
roof.
Select
the Polygon icon in the Modify panel and click
on Ignore Backfacing.
In
the Top viewport Select the 3 Polygons on the roof
of the cab. You can hold down the CTRL key on the keyboard
to select more than one polygon.
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Under
Edit Geometry in the Modify panel, click on the Extrude
button and in the text field to the right, type in 0.25
and hit ENTER
Select
the Vertex Icon and click to turn off Ignore Backfacing.
In the
Front viewport, drag-select the outer vertices on the left
side in the second row from the top.
Hold
CTRL and drag-select the outer vertices on the right side in
the second row from the top.
Click
on the Move icon and move those vertices down.
Look
at the Left viewport while you do this and line these vertices
up with the cab line.
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Click
on the Polygon icon. Slide down until you see the text
field next to the Tessellate button.
Type in 0.0, then click on the Tessellate button.
Click
one more time on the Tessellate button.
You
should see more polygons in the cab.
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This
is a simple approach to subdividing faces and it works for this
simple locomotive. In later tutorials, we'll show you a more advanced
and more polygon optimal method of subdividing polygons.
Let's
curve the roof now.
Click
on the Modifier List Rollout and under Free Form Deformations,
select FFD 4x4x4.
In the
window under Modifier List, you'll see the FFD 4x4x4
listed, click on the plus sign to the left of it to open
up the controls.
Select
Control Points.
Were
going to use this deformation lattice to help us make a smooth curve
with these polygons. In the Front viewport, you can see the
orange lattice and the square control points. Select the farthest
control points to either side and move them down to meet the cab
edge line.
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select the middle two control points and move them up a bit.
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and choose the Select and Non-Uniform Scale icon and
scale the control points out until the polygon curve matches
the curve on the drawing. |
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Beautiful!
Let's
collapse the stack and keep this change.
Right-click
in the window under the Modifier List, and click on Collapse
All.
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and choose the Select and Non-Uniform Scale icon and
scale the control points out until the polygon curve matches
the curve on the drawing. |
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A
Warning dialog box will pop-up, click on Yes.
Hey,
now that's a smooth hood!
Now,
we're ready to shape the body some more.
In
the Modify panel, click on the Vertex icon.
In the Left viewport, drag -select the vertices to
the far left.
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Make
sure that the Move icon is activated at the top of
the screen.
Move
those vertices to the second black line to the right.
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| Now,
drag-select the vertices to the far right and move those
in to the second black line to the left. |
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drag-select the vertices at the bottom and move them
up to the black line for the bottom of the body. |
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Let's
make the taper at the front and back of the main body.
In
the Modify panel, select the Polygon icon.
Click
the Select Object icon at the top left of the screen
to activate it.
In
the Front viewport, drag-select in the middle
polygon to select both the front and back polygon.
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Let's
extrude these polygons to make the nose.
In
the Modify panel, under Edit Geometry, click
on the Extrude button. In the text field to the
right, type in 0.6 and hit ENTER.
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Click
on the Select and Non-Uniform Scale icon at the top-middle
of the screen.
In
the Front viewport, move the mouse over the yellow
arrow with the X, then click and drag down until the nose
polygons have shrunk to match the inner black lines.
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Let's
make the floorboard now by making another box.
Go
to the Create tab and select the Box button.
Make sure, that under Creation Method, Box is
selected and under Parameters, Length Segs:
= 3 and Generate Mapping Coordinates is selected.
In
the Top viewport, click and drag a box to match the
drawing.
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Click
and drag the mouse up while you look at the Front viewport.
Drag
the mouse until the floorboard top meets the bottom of the
engine body.
Click
to finish making the box.
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Let's
make it so we can see through this geometry also.
Right-click
on the floorboard geometry and click on Properties in the
contextual menu.
Under
Display Properties, click on See-Through and click
on OK.
Once
again, we want to do some vertex editing so go and click on the
Modify tab. Right-click in the window under the
Modifier List window and select Convert to: Editable Mesh.
Click
on the Vertex icon. Make sure that the Move icon is
activated at the top of the screen. In the Left viewport,
move the inner vertices to align with the edge of the wheel wells.
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all of the bottom vertices and move them up to the bottom of
the floorboard in the drawing. |
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Now
we're ready to extrude the hump for the bottom.
Click
on the Polygon icon and select Ignore Backfacing.
In the Perspective viewport, rotate the view so you
can see the bottom faces of the floorboard.
Now select the middle-bottom polygon.
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In
the Modify panel, under Edit Geometry, click
on the Extrude button. In the text field to the
right, type in 0.4
Click
on the Select and Non-Uniform Scale icon and in the
Perspective viewport, move the mouse over the Y arrow
until it highlights as yellow and the mouse pointer turns
into the scale icon.
Click
and drag the mouse down to scale the polygon to match the
drawing in the Left viewport.
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We're
almost done with our model.
Create
2 boxes in the Top viewport and line them up to the
front and back stairs in the drawing.
Make
sure to turn the Length Segs to 1 and select
Generate Mapping coordinates.
When
you click the Vertex icon, make sure that the Ignore
Backfacing is off.
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Convert
both of these boxes to Editable Meshes.
Select
each box and Move the bottom vertices up to match the
drawing.
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one more box and use the previous steps to align it with the
drawing. |
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We're
going to optimize the number pf polygons in our model, just to get
you into the habit.
The BIG
thing to look out for are any polygons that we think will always
be hidden or covered-up. There are four prime examples here: the
top polygons for each of the boxes that we just made and the polygons
at the bottom of the engine body.
We'll
never, see these, so let's get rid of them!
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Click
on the Polygon icon in the Modify panel and
click on Ignore Backfacing.
Click on the top polygon of the box that you just made.
PIC
In
the Modify panel, click on Delete.
Do
this for each box. Remember: to hit the Polygon icon to unhighlight
it so you can select another box.
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Now,
rotate the Perspective viewport so you can see the
bottom of the Engine body.
Go
ahead and select and delete those bottom faces.
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The last
step is to attach all of these new pieces to our main engine body.
Click
on the Polygon icon again to unhighlight it. Now, click on
the engine body geometry in any window.
In the
Modify panel, under Edit Geometry, click on the button
labeled Attach List.
A Attach
List dialog box will pop-up. Select all objects except
for the Blueprint object and click on the Attach button.
Go ahead and save your work by selecting Save under File
on the menu bar. We need to texture map our engine now.........
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