Table of contents:
Lessons 1 - Introductory
Lessons 2 - Building a hanger with interior walls
Lessons 3 - Cutting / Preserving / Filling gaps
Lessons 4 - Animations / Texture Mapping
These tutorials do not include how to install the SDK for FS2004 or FSX and they do not teach you how to export to the game.
These tutorials teach you important basics for modeling complex parts while using our simple parts on these lessons. We are building a custom animated hanger with interior walls for covering all the basics in model design. These tutorials will make you feel like pro in a few days!
Click each picture to open in a new window. Use the tips below to help understand the examples instructions.
The point of this lesson is to show how you can build walls without having 4 separate pieces and this model will be for an interior and exterior model! Most buildings just need a box and this is not the point of our lesson. And this allows you to make a floating roof in case you need an overhang. Most hangers do not have an overhang!
The next few lessons will show how to cut out shapes from walls and preserving your tools for doors so you do not have to make another. So save your work since you will need it to learn texture mapping and cutting out doors.
Even if a simple box is all we need for a door this method would be important on complex shapes. This will all be in Lesson 3 - Cutting out shapes. Textures always go last!
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Under Parameters you can type the exact size so the box will scale by itself. If you create a box and use the scale tool and then try to input numbers in parameters the size will be wrong. So don't use the scale tool from the upper tool bar.
Over to the right click on create tab and select box. Left click in the left view and move the mouse slightly to create the thickness and click once more to finish. Now you have a box.
Make sure you right click on the box to get these options to convert to poly and not the background.
Turn on modify tab next to create. You can choose to make a floor later on when I add one in a few lessons. I find this will make this lesson more confusing. But if your good with Gmax or 3DS feel free to follow the tip on the example.
Select the polygon shown in red on this example. Be very careful selecting walls because some time you can select a face on the back side. Holding shift allows you to select multiple surfaces. You can also select ignore "Back Facing" from the check box below polygon in the selections area. This prevents you from selecting a hidden wall.
On this step you still have the new box selected which will be our new inner walls. But right now they are facing outwards and the same shape as our original box. You can see the red box on the right tools.
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For this next step we need Element selected which should highlight the whole box no matter how you select the faces.
This tool allows us to take a flat plane into a box by thickening the surface. We will do all 4 walls at the same time.
We need to flip the walls or the new box will extrude from the wrong direction and be facing the wrong direction as said before. We want the outer wall to stay matched with our original box in this scene so we can weld it the 2 boxes together.
Flip is located to the far right under surface parameters.
Since we already added a face extrude we have to set the parameters. This will not give even thickness on all walls since we are extruding all at once. Get as close as you can by eye using the arrows to increase the AMOUNT. Later you can select vertex and adjust the walls from the top view if you need the precision.
This attaches the 2 boxes as one but does not seal seams. Welding seams prevents users from seeing light or background that comes through cracks. We will do this on the next step.
If you are using US standard, you can change to metric and use and easy number that works for this method. You could use standard but you would need to find a good safe range so you don't weld poly's that are far away from others. On a complex part you might want to weld by hand or know this method well. Sometimes it can backfire and a couple of polys you were not expecting to weld are welded. Now you need a doctor like me to go in there and fix this scar. This can be time consuming and frustrating, so be careful or use an older part which means re work! if you catch this mistake right away click undo.
Who has the time to select each vertex and weld. I don't!!! So highlight all the vertex in the scene and use this method to weld poly's that are the correct distance we set under the "weld" parameters. If 0.001 does not work adjust the size using the arrows until it welds. If a message appears and says nothing to weld your number is too small or if you over weld lower the number. Most of the times the 0.001 is perfect if we are in the correct scale.
Remember to use the green arrow on your move tool so you do not move horizontal and just vertically.
Same as last step, just use the red arrows.
You should see your roof not aligned like mine. Move the vertex's from one side at a time using the red arrow to spread the roof.
Now you might feel like a pro and want to learn more. Try our "Cutting Parts Out" tutorial on lesson 3 coming soon.
Oh and ignore my good friend below! The fact is an exterior building can just be a box and this is what he meant. But this lesson will continue into a nice hanger like KCEC on Flysimware's freeware page! This lesson was engineered to teach you important features and shortcuts for making complex parts. This prevents talking more time than needed.
Thanks for taking the time to learn Gmax from Flysimware's bacground experience of 9 years and over a decade of mechanical drafting, mechanical engineering, custom fabrication, plastic fabrication and Auto cad experience!
The bottom section is 10' tall...
Read this lesson before starting. If your not interested in "Gap Filling" you can combine lesson 2 and 3 to skip this section of this lesson. More details explained in this lesson!
Use the move tool to move the 10 ' door below the floor slightly so it cuts out the entire bottom section when we use this box as the shape to cut. This will bring the top down slightly at the same time so we do not delete the upper section above our door. In a few steps we will move this top area down more by using the vertex mode.
For a window repeat this entire lesson!
Make sure the box is wider than the wall. You can check from the left view window. This is why I have a "?" for this dimension.
Start with the create tab on...
When you select copy under step 3 your are preserving this box to stay and not delete when you cut out this section.
Follow the instructions on this sample!
Now that we cut into the pink box we need to convert it back into a poly.
Converting to poly was in Lesson 2.
I moved the door left from the left view window! Do not lose the alignment by moving in the wrong direction.
Simple parts line up every time. Our method using a box with inside walls usually do not extrude even.
Move any vertex that is out of place. Move to the nearest corner. Don't move any to the wrong corner. I start with left view and then front view to make sure you move the correct direction direction. Now you can weld all the vertex at once! Maybe weld twice because of lose or odd poly's. Be careful welding.
Use your mouse wheel to zoom in and make sure they are close.
Don't forget the bottom red vertex in this sample is below the floor. Zoom in and move this up to the floor level in vertex mode.
Our spare box or tool is going to be in the way when we view from the front view. So right click on it and select hide. Later you can click anywhere in a scene and click un hide all objects to bring this box back.
Turn on Polygon mode and delete the middle section of door area. Use my sample to see how I highlighted this area! We want the back side of this middle section to delete as well so don't turn on ignore backfacing.
Once you learn lesson 2 and 3 you can learn that some of these steps are not needed. You can cut out the door early in lesson 2 and then extrude the door at the same time you extruded the walls. But I am teaching you how to fill in an area that might get cut out late in projects or from not planning ahead. So this adds more work but teaches you complex gap filling. There are more methods for filling for simple holes but it would not work on these type of gaps. So this last section is optional but very important time saver and a reminder to think ahead.
So next time cut out the door before you clone, flip and extrude. Then Gap Filling is not needed.
Finished..."Gap Filling" shows you how cutting out parts need to be done before you extrude. But sometimes you might need to cut from a 3D wall and so this lesson has taught you to fill gaps without making parts from scratch.
This is 2 steps!
First change the 2 dimensions
and then add an unwrap!This is 2 steps!
First change the 2 dimensions
and then add an unwrap!
If you already applied your texture to all parts, you can just select a face and add a uvw map, adjust the scale 1.0 by 1.0 meters and add a wrap. Then start aligning! Repeat for any face in the scene. And make sure you get every face or gmax will give you a warning when you export! It's best to practice and test!