RC-SIM

  • Increase font size
  • Default font size
  • Decrease font size
Workshops Metasequoia Example - Lego`s F4U-1A Part 6: Rudders and Objects / Textures

Part 6: Rudders and Objects / Textures

E-mail Print PDF

How to cut-out rudders, ailerons etc.:

There are 2 cases:

1) The area of the rudders are not yet defined by polygon edges.

2) The area of the rudders are ( by chance) defined by a sufficient polygon.

For the main wing of the F4U we have a mix of both. Altogether we have 3 Flaps and 1 Aileron per wing.

The side edges that divide the rudders are, except of one between the aileron and outer flap, are already defined by polygons.

For the leading edge of the flaps we unfortunately do not have such a situation. To change this we have 2 possiblities:

1) We move existing polygons until they fit.

2) We cut the whole wing with “Knife” at the according position.

Method 1 has the advantage that we don’t have grubby polygons.
But it has the disadvantage that we might have a lot of work with positioning the polygons.

Method 2 has the advantage that it works very fast. On the other hand we might disfigure nice polygon areas. It might happen that a 4-sided polygons must be cut into a new 4-sided and an additional 3-sided polygon which might lead to graphic faults with sharp angles.

I have decided to use method 1 for the F4U because the wing tips are quite complex and I didn’t wanted to cut them angular. The polygons were near the needed positions and therefore the repositioning was not too complicated.

We still need a polygon edge for the slit between aileron and outer flap. Here we just can cut the complete wing with “Knife” at the according position.

The red lines in the picture are the repositioned polygons, the green line is the cut edge and the yellow lines are the already placed polygons.

This is the most important work to cut-out the flaps etc.
Now we come to the enjoyable part:

At first we select the ailerons and move them with “move faces” and “new  object” into a new object.

We do the same for the other parts, but be careful to use the correct polygons at nearby flaps.



Then we close the trailing edge of the wing with polygons manally.



Also the flaps are still open at the cutting edge…..




we close them with some triangular polygons on the sides and some rectangular ones at the front.



Do this for all flaps and we are finished. To get a more detailed model it is also possible to round the front of the flaps.
I have skipped this for the F4U because it has already a lot of polygons (7316).

Do the same for the rudder and elevator flaps of the empennage.


 

RC-SIM system news

The old Download Engine has been replaced by a new system that is integrated in the Forum. Therefore it is not necessary anymore to register twice. You just need one account for the Forum.

RC-SIM Teamspeak Server

Error - Server Down!

Partner

Please visit our advertising partners.
Banner
Banner