1. Select the polygon on top of the cylinder and Bevel it:
2. Create a Box on top of the cylinder and then convert it to an Editable Polygon.
3. Create a Cylinder and position it over the corner of the box as shown. Convert it to an Editable Polygon, select the box, go to the Create panel and select Compound Objects, and then click the Boolean button.
5. Select and Link the knee to the collar at the ankle (you could connect it to the cylinder, but it’s kinda hard to get to with the spring in the way). Move its pivot to the middle of the knee.
6. Use Rotate to angle the leg slightly back and then convert the knee from a Boolean to an Editable Polygon.
9. Convert the box to an Editable Polygon, select the top edges, and Chamfer them by 0.4 and then 0.14.
10. Select the two polygons as shown in Figure 3-558 and Bevel them:
11. Select the lower middle polygon as shown and Bevel it:
12. Create a Cylinder on the polygon you extruded in the previous step, and then convert the cylinder to an Editable Polygon.
13. Select the cylinder cap and Extrude it 1.0 10 times. Move the pivot point to the edge just before the extrusions.
14. Add a Bend modifier with an Angle of 90 and a Direction of –90 to the stack. Click the Limit Effect check box and set the Upper Limit to 9.8. Right-click and convert the pipe to an Editable Polygon.
15. Use the Move tool to position the edge of the pipe just below the surface of the box. Select the cylinder cap and use the Move tool to stretch it up under the upper edge of the upper box.
16. Make two clones of the pipe, position them as shown, and Select and Link them to the box above.
19. Click Tessellate and hit Apply five times, then hit OK. Click Bevel Settings:
20. Create a Cylinder and clone it three times.
FYI: You can put the pipes wherever you like. There is nothing special about where I placed them, other than I thought it was more visually interesting to place them opposite the bent pipes.
21. Select all the pipes and Select and Link them to the knee. Create a GeoSphere with a Radius of 5, 2 Segments, and a Type of Icosa.
22. Convert the geosphere to an Editable Polygon and polygon-select the entire object. Click Bevel Settings:
23. Create a Tube to the left of the boxes above the curved pipes. (Note: The location of this object is important.) Name the tube lower_knee_ hydraulic01.
24. Create a Dummy and center it in the tube you just created, and name it calf_hydraulic_link_front. Clone the dummy and move it down to the hemispheric mount on the left side, and name it lower_knee_hydraulic02.
25. Create a Hose, switch the End Point Method to Bound to Object Pivots, and set the Top Binding Object to lower_knee_hydraulic, and the Bottom Binding Object to to calf_hydraulic_link_front.
26. Set the hose type to Round, the Diameter to 9.242 and the number of Sides to 18. Using AutoGrid, create a Tube on the left front control piston, and name the tube front_foot_piston-nozzle. Select and Link the tube to the piston.
27. Create a Dummy on the front side of the hemisphere you connected the hose to in the last step, and name the dummy front_hose_conduit. Create another Hose.
28. Set the Top Binding Object to front_hose_conduit and the Bottom Binding Object to front_foot_piston-nozzle. Set the hose to be Round and set both the Diameter and Sides to 12.
29. Create a Dummy on the right rear hemisphere, name it rear_foot_ hydraulic, and create another Hose.
30. Set the hose’s Top Binding Object to the clone of the tube you made on the lower-right corner (lower_knee_hydraulic02). Set the Bottom Binding Object to the rear_foot_hydraulic, make the hose Round, and set the Diameter to 11 and Sides to 12. Create another Tube on the right rear control piston and name it rear_foot_ hydraulic_nozzle.
31. Create a Hose on the other side, using the same settings as in the previous step. Set its Top Binding Object to the rear_foot_hydraulic_nozzle. Set the Bottom Binding Object to the tube you made on the rear control piston in the previous step. Create a Cylinder in the kneecap you made using the Boolean object.
32. Convert the cylinder to an Editable Polygon and loop-select the middle edges. Chamfer the edges by 50.
33. Select the middle polygons and Detach them as lower_knee_ hinge_middle.
35. Using the Cut tool, make four slices in the top of the extrusion to form a cross. Be sure to do this on both the right and left sides of the knee.
36. Select the outer four corners formed by the cuts, on both sides, and Extrude them by 10.
37. Element-select the parts of the knee shown in Figure 3-626 and Non-uniform Scale them 88 in the X axis so that they better fit in the indentation of the knee. Then border-select the borders of the middle part of the knee and stretch them until they close the gap with the outer parts of the knee.
39. Add a Smooth modifier to the stack and then convert to Editable Polygon to collapse the stack. Select the six middle polygons of the middle object and Extrude them by 13.
40. Extrude the polygons again by 13 to make a top stack. Select the polygons on both sides of the stack you extruded and extrude them by 72, so they just cover the outer rim of the knee.
41. Select the top polygons and Non-uniform Scale them down to 0 in the Z axis to flatten them. Then Extrude the polygons by 100.
43. Select the bottom three rows of polygons and Extrude by Local Normal 120.
46. Select the polygons on the inside polygons and the bottom (so they form a 90-degree angle) and then Bevel them:
47. Create a Cylinder on the inside of the joint facing back toward the axle. Delete the polygon cap that touches the joint.
48. Select the border touching the kneecap, click Create Shape From Selection, and name it knee_piston_seal. Hit H and select knee_piston_seal from the list.
51. Add a Smooth modifier to the stack and then convert it to an Editable Polygon. Create two clones. Attach the clones to the original.
52. Select the three internal polygons and Detach them as knee_piston_shafts. Hit the H key and select knee_piston_shafts.
53. Pull them out of the pistons by moving them in the Z axis.
54. Use the Move tool to move them into place, border-select them, and then Extrude the edges by –180 to create the shafts that will enter the pistons. Select the shafts and pistons, right-click, and select Hide Unselected.
55. Use the Cut tool to cut the ends of the shafts as shown in Figure 3-667. Edge-select the cuts you just made, and use the Connect tool to connect them as shown in Figure 3-668.
56. Select the polygons you made from the cuts and Extrude them by 15.
57. Select the bottom polygons and delete them. Select the top polygons and Hinge From Edge 180 degrees with 10 Segments, using the middle edge as the hinge. Delete the back-facing polygon. Select the vertices and Weld them before adding a Smooth modifier to the stack and then converting to an Editable Polygon object to collapse the stack.
59. Make sure the rounded parts of the shafts overlap exactly and then delete the rounded parts of the clones to make a notch. Select the original, right-click, and choose Hide Selection.
60. Border-select the open parts of the shafts and Cap them. Unhide the pistons and then select them and the shafts.
61. Scale the pistons and the shafts until they comfortably fit beneath the knee (don’t worry about the length of the shafts). Border-select the ends of the shafts and use the Move tool to reduce their length until their ends are completely within the joint.
63. Add a Smooth modifier to the stack of shafts and then convert to an Editable Polygon to collapse the stack. Choose Affect Pivot Only and position it on the center of the middle shaft.
64. Create a Dummy, position it roughly in the center of the three pistons, and name it lower_knee_piston_dummy. Use Align Selection to center the dummy on the center of the pistons.
65. Select and Link the dummy to the pistons and then add a LookAt controller to the shaft’s Rotation controller.
66. Assign the LookAt Target to lower_knee_piston_dummy. Set the LookAt Axis to Z and click the Flip check box. Set the Upnode Control to LookAt and the Source Axis to Y.
1. Select the front three polygons shown in Figure 3-694 and Extrude them by 180 and then select the top three edges.
3. Extrude the three polygons by Local Normal to a Height of 48. Select the top 10 rows of polygons.
4. Click Detach, name it upper_knee_cowl, and click the Detach As Clone check box. Select the top three edges and Extrude them by 397.
5. Hold down the Shift key and drag the edge downward until it is aligned with the bottom edge of the upper_knee_cowl (~221 units). Hold down the Shift key, select the three edges on the bottom of the upper_knee_cowl, and click the Bridge button (in the Edit Edges rollout).
6. Switch to Polygon selection and select the polygons on the top and front inside surfaces, then click the Grow button (in the Selection rollout) until all the inner surface polys have been selected. Right-click and select Flip Normals (it’s the last selection on the menu). Border-select the outer edges.
7. Border-select both sides and Cap them. Create a Cylinder and position it in the upper corner of the new joint.
8. Select the cylinder and convert it to an Editable Polygon. Loop-select the middle edges on the cylinder.
9. Chamfer the edges (around 50.3) until they are aligned with the edges on the leg. Move the cylinder until the chamfered edges on the cylinder line up with the edges on the upper_knee_cowl. In order to make a socket for the knee, select the upper_knee_cowl, create a Boolean object (select Compound Object in the Create panel and click the Boolean button), click Pick Operand B, click the cylinder (Cylinder29), and choose Subtraction (A–B).
10. Select the Boolean object and convert it to an Editable Polygon. Select any extra edges made on the outer surfaces by the Boolean operation and click Remove. (Note: Depending on where you positioned the cylinder, you may have more or fewer edges than those shown in my figures.)
11. Select and Remove, or Target Weld, the isolated vertices indicated in the following figures, then continue to remove isolated, unnecessary edges and vertices.
12. Select all the vertices in the upper_knee_cowl and click the Weld Settings button. Set the Weld Threshold fairly high (around 1.25) and click Weld to weld any overlapping vertices you may’ve missed. Select upper_knee_cowl and add a Smooth modifier to the stack, making sure to check the Auto Smooth check box. Convert it to an Editable Polygon to collapse the stack, then select the outer edges.
14. Select the inside surface, click Detach, and name the new object knee_sleeve.
15. Do a quick render. If there is a problem with the outer surface, try selecting the cap and deleting it and then recapping it. That should work.
Fire Drill: So why did that happen, and why did simply deleting the cap and adding it back fix it? Don’t know. Most people hate to use Booleans because they can result in unpredictable outcomes. Sometimes, as in this case, Booleans are the only way to get the shape you’re looking for. In those cases, expect to suck it up and do some fixing. Incidentally, this problem with Booleans is not unique to Max. It’s the same with every 3D package I’ve used.
16. Create a Cylinder in the joint and loop-select the middle edges of the cylinder.
17. Chamfer the edges until they line up perfectly with the edges on the joint below (in my case it was 49.538). Select the middle polygons and Detach them as upper_knee.
19. Cut four slices to form a cross, then select the outer four corners and Extrude them by 10. You do this the same way you did for the lower knee, in steps 35 and 36 of the previous section (Day 6).
20. Select the outer edges of the kneecaps and Chamfer them by 3.5 and then by 1.41.
21. Add a Smooth modifier to the stack, convert it to an Editable Polygon to collapse the stack, and add a Tube named upper_knee_ hydraulic_valve:
22. Create a Tube on the piston closest to the tube you just created, and name it three_piston_feeder_valve. Select and Link it to the piston. Create a new Hose.
23. Change the End Point Method to Bound to Object Pivots, set the Top Binding Object to upper_knee_hydraulic_valve, and set the Bottom Binding Object to three_piston_feeder_valve.
24. Set the top Tension to 191, leave the bottom Tension at 100, and change the hose Diameter to 22.541 with 16 Sides. Change the upper_knee_hydraulic_valve’s Radius 2 to 11.858.
25. Make two clones of the upper_knee_hydraulic_valve, Rotate them, and move them to the far bottom surface of the knee (at right angles to the three pistons). Select three_piston_feeder_valve and make two clones.
26. Move the clones you just made, Rotate them 90 degrees, and apply them to the far two pistons that do not, as yet, have valves attached to them. Select and Link them to the pistons. Create another Hose with the End Point Method set to Bound to Object Pivots.
27. Set the Top Binding Object to the upper_knee_hydraulic_valve and set the Tension to 169. Set the Bottom Binding Object to three_piston_feeder_valve and set the Tension to 138. Set the Diameter of the hose to 18.647 and the Sides to 16. Select the eight polygons on the center of the upper knee as shown in Figure 3-761.
29. Select the side polygons of the top row of the extrusion and Extrude them by 92.15.
30. Select the top polygons of the extrusion, set the Coordinate System to Local, and then Non-uniform Scale them down to 0 in the Z axis.
31. Extrude the polygons by 180 and select only the polygons in the last three rows as shown in Figure 3-769.
32. Extrude the polygons by 150 and then select the three polygons on the bottom of the extrusion.
33. Extrude the polygons by 120. Select the front three lower bottom polygons, as shown in Figure 3-773.
35. Chamfer the edges by 90 and then select the lower front three polygons.
36. Extrude those three polygons by 50 and then select the top polygons the way you did before.
37. Detach the polygons and name it upper_thigh. Select the top upper three edges, as shown in Figure 3-781.
38. Extrude the edges by 550 and then drag them downward like you did before.
39. Select the two outer rows of edges and then click Bridge.
40. Select the inside polygons, like you did previously, and Flip them. Border-select the outer borders and Cap them.
41. Create a Cylinder in the upper corner and convert it to an Editable Polygon. Use Loop to select the middle edges, as you did before, and chamfer them by about 48 (or until they’re aligned with the edges on the upper_thigh). Select the upper_thigh,createa Boolean object, choose Subtraction (A–B), click Pick Operand B, and then click the cylinder. Remove the extra edges created by the Boolean operation the way you did before. (Don’t forget to remove the residual vertices.)
42. Select the Boolean object and convert it to an Editable Polygon. Create a Chamfer Cylinder in the socket created by the Boolean.
43. Convert the chamfer cylinder to an Editable Polygon and name it Hip. Polygon-select the outside cap only.
45. Delete the cap. Using AutoGrid, create a Sphere with a Radius of 88.418 and 36 Segments, and set Hemisphere to 0.5. Align the segments, convert it to an Editable Polygon, and name the hemisphere axle_cap.
46. Select the back-facing polygons of the hemisphere and delete them. Align the segments of the hemisphere with those of the chamfer cylinder, select the chamfer cylinder, click Attach, and select axle_cap.
47. Create a Gengon and name it lugnut. Click the Hierarchy tab, select Affect Pivot Only, and move the pivot to the center of the axle_cap.
48. Hold down the Shift key, Rotate by 40, and set the Number of Copies to 8. Select the chamfer cylinder, click Attach List, select all lugnut clones, and click Attach.
49. Select and Link the chamfer cylinder to the upper_thigh. Select the two outer polygons on the top of the middle leg.
51. Extrude the polygons by Local Normal –70. Select the matching two polygons on the upper leg and Bevel them:
53. Extrude the polygons by 10 and hit Apply 20 times and then hit OK. Hit Grow until the entire group of extrusions has been selected, click Detach, and name it lifter_gears.
54. Select and Link the lifters to the top leg. Move the pivot point to the first segment.
55. Add a Bend modifier to the stack with an Angle of 60 and a Bend Axis of Y, check Limit Effect, and set the Lower Limit to –147.277.
FYI: This is an iterative process. Unless you are a lot better than meat visualizing how long and wide these lifters have to be once the Bend modifier is attached, then you, like me, will need a couple of tries to get it right. The important thing is to not collapse the stack right away. Click the Editable Polygon node beneath the Bend modifier, roll it out, and tweak the subobjects, switching back and forth between the Editable Polygon level and the Bend level in the stack until you get a good fit. What follows is what I did. This not the “right” way or the “ best” way. It is just one way. At this point, you should really start experimenting on your own, testing the limits of the tools. That’s the only way to achieve a deep understanding of the way the tools work, both individually and together.
56. I selected the bottom 20 extrusions and used the Move tool to move them around 40 in the Z axis to stretch the lifters to compensate for the shortening that occurs from the bend.
57. Click the Bend modifier in the stack and check the alignment. It’s better, but still not lining up perfectly with the holes. Non-uniform Scale the selection to 80 in the Y axis (so the ends of the lifters will be smaller and more easily fit into the holes.)
58. Under the Bend modifier, change the Lower Limit to –168.954. Switch to Non-uniform Scale and scale down to 80 in the Y axis again.
59. Switch back to the Bend modifier and check the fit. Change the Lower Limit to –159.48. Switch to Non-uniform Scale and scale down to 80 in the Y axis. With the Bend modifier still selected, scale the X axis to 91.
61. Select every other polygon and Bevel them:
63. Extrude the polygons by –10. Add a Smooth modifier to the Hip and then convert it to an Editable Polygon.
Urgent: Before continuing, it is important that you evaluate the upper_thigh. Since you created it with a Boolean, it’s likely there are some problems that need fixing. Now is the time to fix them, before proceeding with the next few modeling steps.
65. Extrude the polygons to a Height of 6. Bevel them with the settings in the table below, Non-uniform Scale them to 50 in the Y axis, and Extrude them –0.1.
66. Click the MSmooth button and then Extrude by Local Normal –25.
67. Select the polygons shown in Figure 3-846, Bevel them, and then select the outer edges for chamfering.
68. Chamfer the edges first by 3 and then by 1.32.
69. Create a Sphere with a Radius of 9.177, 16 Segments, and a Hemisphere of 0.5. Create 15 clones and position them as shown (or use your own layout), like rivets on the brace, and then Attach them to the brace.
1. If you haven’t already, delete the rivet. We won’t be needing it again. Hit the H key to open the selection list and click All. Click the Layer button on the Main toolbar. When the Layer Manager opens, click the Add Layer button.
2. Double-click on the new layer and name it left_leg. Make sure the left_leg layer is still selected and click the Add button (looks like a big + sign) to add the leg components to the new layer. With all the leg components still selected, select Group from the Main menu and name the new group left_leg.
FYI: So what was the purpose of the last step? We’re getting to the point where there are so many polygons we’ll be starting to experience some slowdowns when we move in the viewport (maybe you’ve already experienced this). Putting the leg into a layer will allow us to hide it to speed up the display.
Adding all the parts of a group will make it easier to clone them to make a second leg. Grouping them will ensure that we don’t miss anything.
3. Switch to the Front view and, with the leg selected, click the Mirror button. Set the Mirror Axis to X, the Offset to –2000, and Clone Selection to Copy.
Urgent: You’ll notice that when you copied the leg, your constraints and hoses they got … um … what’s the technical term? Jacked up. Fortunately, it’s not difficult to fix, but it’s a major pain.
4. Ungroup the clone. Select the mid_base_hydraulic on the foot of the clone, as shown. Open the Hierarchy tab and go to the Adjust Transform rollout. Under Reset click the Transform button. Click the Reset Pivot button to reset the tube’s pivot point and click Center to Object.
FYI: Rather than realigning the pivots, I find it easier to just delete the hose and create a new one; especially since hoses are not that difficult to make. As you know from doing the original foot, realigning the pistons and shafts can represent more of a challenge.
5. Make sure the pivots for the Top and Bottom binding objects are identically aligned, with the blue Z axis facing out and away from the foot, the red X axis facing downward, and the green Y axis pointing forward; this will make binding the new hose easier. Create a new hose. Set the Top and Bottom tensions to 45. Choose Bound to Object Pivots and choose lower_hydraulic_nozzle for the Top Binding Object and mid_base_hydraulic for the Bottom Binding Object.
Fire Drill: Because there are so many hoses and pistons to realign, for space reasons, I’ll leave you to realign them yourself. The process for hoses is identical to what you’ve just done. As for the pistons, the process is identical to the fixes you made at the beginning of Day 4.
6. Ungroup the original leg. Select the original Hip, click Attach List, select Hip01 (the clone), and click Attach.
7. Select the hips and the upper legs of both legs. Right-click, choose Hide Unselected, and then select the inner 36 polygons on both hips.
9. Switch to the Front view. Create a Sphere using AutoGrid with a Radius of around 200 and 36 Segments. Rotate it 90 degrees, so the top faces the other leg as shown. Move the sphere into the hole created by deleting the polygons and adjust its Radius (~198) until the segments on the sphere align with the segments on the Hip, as shown. (Note: The sphere is situated so that two rings of segments below the centerline meet the edge of the Hip. This will be important for welding).
10. Switch to wireframe (F3) and select and delete the polygons of the sphere that lie below the surface of the Hip. Object-select the sphere, Mirror it in the X axis, and make a copy.
11. Move the clone to the other Hip as shown. Select the Hips and attach the spheres to create a hip joint.
12. Vertex-select the vertices where the sphere connects with the Hip and then click Weld . (You’ll probably need to increase the Weld Threshold; watch the Before and After values and adjust the threshold until After is 36 less than Before.)
13. Create a Box between the legs and convert it to an Editable Polygon. Hide the box and then create a Sphere with a Radius of 200 and 36 Segments.
14. Rotate the sphere 90 degrees, then superimpose the sphere over the hip joint. Change the Radius to 204.304 (so that it is slightly larger than the hip joint), set Hemisphere to 0.5, and convert it to an Editable Polygon.
15. Mirror-copy the hemisphere in the X axis and set the Offset to –1100. Select both hemispheres, right-click, and click Hide Unselected so that only the hemispheres are visible.
16. Switch to the Front view if necessary. Unhide the box and move the hemispheres until they are positioned as shown below, with their outer edges just above the surface of the box. Switch to the Perspective view and loop-select the vertical edges that separate the box into front and back pieces.
17. Chamfer the edges (~208) so that two edges are created (one on each side of the hemisphere). Loop-select the horizontal edges that separate the box into top and bottom sections.
18. Chamfer the edges (~208) so that two edges are created (one on the top and one on the bottom of the hemisphere, forming a square with the edges you previously chamfered). Object-select the box, rename it Pelvis, and create a Boolean object.
19. Click Pick Operand B and then select a hemisphere to create a hip socket. Convert the Boolean to an Editable Polygon. Make another Boolean and repeat the process for the hemisphere on the other side.
20. Unhide the Hips so you have them as a frame of reference. Select the edges on the front corners of the box and Chamfer them by 202. Select the two front polygons and Bevel them:
22. Create a Tube in the upper-left corner of the missle_mount and convert it to an Editable Polygon.
23. Use the Move tool and position the tube as shown below. Switch to the Front view and Shift-clone the tube in the X axis so that there is a clone in the right corner.
24. Select the two tubes and Shift-clone them in the Y axis to make two copies. Select the original tube and Attach the clones to it.
25. Select the five middle polygons on the edges of the tubes, as shown in Figure 3-907. Extrude them by 32.
26. Scale the extrusions down to 0 in the X axis. Repeat this for the other side.
27. Select the top polygons and click the Bridge button to bridge them.
28. Bridge the polygons across the front. When you get to the last tube, the Bridge operation may try to twist on you. Should this happen, adjust the Twist value until it straightens.
29. When you get the front completed, you’ll also need to Extrude polygons (~22.08) on the top and bottom to match the template you made by detaching the polygons (missle_mount). Use the Non-uniform Scale tool to flatten them and use the Move tool to make them flush with the template.
30. Clone the missile mounts you made with the extrusions and the tubes, move it to the left, and superimpose it on the missle_mount template. Hit the H key and select missle_mount. Delete it, since you don’t need it anymore.
31. Select the body, click Attach List, and attach the two tubes (missile tubes made with extrusions) to the body. Use loop-select to select the bottom edges of the body.
32. Right-click on the Move tool icon to open the Move Transform Type-In dialog. Set the Offset World Z axis to 121 (to raise the bottom edge, lowering the overall profile of the body). Switch to the Left viewport, click Slice Plane, and position the Slice Plane as shown in Figure 3-923. Click Slice.
33. Target Weld the rear corners to chamfer the rear end. Activate the Slice Plane and switch to the Left viewport, then Rotate the slice plane and position it as shown in Figure 3-925, with the slice plane overlaying the bottom vertex you made with the previous slice plane. Click Slice.
34. Select the bottom rear polygons and Target Weld the remaining segment. Select the two bottom rear segments and Bridge them.
35. Border-select the remaining hole and cap it. Click Snap Settings and set the snaps to Vertex.
36. Use the Cut tools to cut the polygons as shown in Figure 3-930 (the Snap setting should snap the tool to the vertices, making cutting the polys easier). Select the two upper polygons from the four made from the cut and Bevel them.
37. Select the four vertical edges, click Connect, and set the Segments to 5. With the edges still selected, Extrude them by –70 with a Base Width of 9.
38. Select the polygons shown in Figure 3-935, on both sides, and Bevel them:
39. Select the remaining polygons, on both sides, and Bevel them:
40. Select the two front panels as shown in Figure 3-939 and Bevel them:
41. Create a Cylinder using AutoGrid in the upper-left corner of the indentation. Extrude it by 5 10 times.
42. Clone the cylinder five times and move one of the clones to the upper-right corner. (We may not use all the clones, but keep them nearby for a while.) Move the pivot of the original to the segment at the start of the 10 extrusions.
43. Select the original cylinder, add a Bend modifier to its stack with the Angle set to 90, Direction to 222.5, Z for the Bend Axis, Limit Effect checked, and Upper Limit set to 30, and convert it to an Editable Polygon. Select the top polygon and lower it in the Z axis until it’s beneath the bent cylinder.
44. Select the cap of the bent cylinder and pull it in the Z axis until it’s a quarter of the way across the surface of the rectangle beneath it. Add a Smooth modifier to its stack and convert it to an Editable Polygon to collapse the stack.
45. Select and Clone the bent cylinder two times. Move the clones until they’re positioned as shown in Figure 3-953.
46. Create a Box at the end of the three cylinders. Convert the box to an Editable Polygon, select the two outer polygons on the bottom, and Bevel them.
47. Select the polygon on the bottom of the straight cylinder and drag it down until it just penetrates the bottom of the box. Object-select the straight cylinder and make two clones and line them all up in the corner. Create a Box at the end of the two rectangular extrusions and convert it to an Editable Polygon.
48. Select the top two polygons and Extrude them by 10. Bevel the polygons:
49. Select the three vertical segments and Connect the edges with 5 Segments. Extrude the edges to 6 with a Base Width of 2.25.
50. Push the edges down in the Y axis so they’re not sticking straight out. Create a Tube beneath the vents you just made.
51. Create a Tube inside the tube you just made. Select every other polygon on the middle ring on the outside of the inner tube.
52. Extrude the polygons by 8.775, so they form spokes. Take one of the cylinder clones you made in step 42 and Rotate it 90 degrees, then move it into the the middle tube and position it near the top. Center the cylinder’s pivot point at the center of the middle tube.
53. Uniform Scale the cylinder to 75. Hold down the Shift key and Rotate –40 degrees in the Z axis, then make eight clones. (Remember that Angle Snap will help limit the rotation to five-degree increments.)
54. Using AutoGrid, create a Capsule in the upper-left missile tube on the right side of the body. Clone the capsule five times and place one in each of the tubes on the right side only.
55. Select the body, click Attach List, and select everything on the body and Attach them. Marquee-select the side without missiles in the tubes and delete it.
56. Select the body, add a Symmetry modifier to the stack, and click the little test tube to show it in the viewport. Open the Editable Polygon rollout in the stack, and polygon-select the front two upper polygons (you only need to select on one side because the Symmetry modifier will select the polys for you on the other). Bevel them:
57. Create the two horizontal cuts shown in Figure 3-978. Select the edges shown in Figure 3-979, and Remove them. This will create two uninterrupted horizontal edges across the front of the body.
58. Select the top two polygons made from the bevel and Extrude them by –50. Look on the inside upper and lower ledges created by the extrusion. You’ll see some edges there that we don’t want. Select and Remove them.
Don’t Forget: Remove may ’ve removed the edges, but it left behind some isolated vertices. Don’t forget to remove those too or you may end up with nasty surprises in your geometry later!
59. Be sure Weld Edges is checked under the Symmetry modifier options and then convert the Hip to an Editable Polygon to collapse the stack, merging the two halves together. Select the upper and lower edges on the inside of the recess.
FYI: You might be wondering why we didn’t keep the Symmetry modifier around for longer. But consider all the pipes and greebles we didn’t have to make on the other side. And since we won’t be animating the missiles, we didn’t have to fully model them; just the fronts. Speaking of pipes, you should have some extras lying around. You can either delete them or hide them and use them later, as we will be making more pipes. Personally, I’d just hide them and save myself some work.
60. Connect the inner edges with 10 Segments. Extrude the edges to a Height of 42 with a Base Width of 29.788 to make vents.
61. There are some big gaps in our vents that we could spend a lot of time correcting, or … we could add some interesting widgets. Zoom into the right corner, make a Cylinder, and Bevel it:
62. Select every other row of polygons on the extrusions and Bevel them By Polygon:
63. Select the top polygon and delete it. Object-select it and Mirror-clone it in the Z axis, with an Offset of 116,then name it shield_ emitter.
64. Attach the two parts together and Weld the center vertices.
65. Shift-drag the shield_emitter in the X axis to make two clones, and place one in the center gap in the grill and one in the far left corner. Select the body, click Attach List, and attach the shield_emitters to the body.
3. Convert the cylinder to an Editable Polygon. Select the cylinder cap.
5. Object-select the cylinder and Shift-drag it in the Z axis to make two clones, then position them as shown in Figure 3-1014.
6. Make another clone and move it to the far side of the rear, as shown. Select the body and Attach the cylinders.
7. Create a Line Spline from the nozzle on the right to one on the far side, as shown in Figure 3-1017. (Be sure to select each vertex, right-click, and make it Smooth so you get a curving hose.) Create a three-point Spline traveling from the topmost nozzle to the first spline.
Fire Drill: This is a workaround, because, to the best of my knowledge, there is no graceful way to make a hose that splits, like one you might find on a manifold or a distributor. If someone knows a better way to do this, please email me; I’ve been looking for a better way for a while. The way I’m going to show you works, but the results are not very satisfying. You could create multiple polygonal cylinders, add Bend modifiers to them, and then connect them using Bridge to merge the polygons or edges, but I can’t imagine that approach’s results would be sufficiently better to justify the extra work. This approach is, at least, pretty simple.
8. Create another three-point Spline from the vertex where the last spline intersected with the original to the bottom nozzle.
9. Attach the ancillary splines to the original, then select the three intersecting vertices and click Weld. Under Rendering, select Enable In Renderer and Enable In Viewport. Click Radial, and set the Thickness to around 45 (mine was 45.11) and the Sides to 16.
10. Convert the line to an Editable Polygon (or Patch or NURBS).
11. In the recessed part of the rear, select the top, middle, and bottom edges and Connect them with 1 Segment. Chamfer the new edge by 80 to create two edges.
12. Select the far left vertical edges and move them to the left in the X axis, as shown. Exact values are not important; just eyeball it. Select the polygons between the edges you made with the Chamfer.
13. Just to be different, select the outer polygons and Bevel them:
14. Extrude the polygons by 10. Select the top, middle, and bottom edges. (Yes, we’re about to make more vents!)
15. Connect the edges with 6 Segments. Extrude them by 42 with a Base Width of 30.
16. Create a Torus, center it atop the base, and submerge it halfway into the base. Create a Cylinder in the center of the torus.
17. Convert the cylinder to an Editable Polygon, select the inner cap segments, and Scale them up to 130. Select the inner 36 polygons and six of the outer polygons to form a keyhole shape.
18. Extrude the polygons by 200. Create a Tube over the top of the extrusion:
20. Convert the box to an Editable Polygon. Select the polygons facing the center and delete them. Add a Symmetry modifier to the box’s stack with the Mirror Axis set to X.
21. Select the four bottom-facing polygons on the front of the box, and Extrude them by 300 to form a lip that extends down from the front. Select the edges forming the front corner and Chamfer them by 62.
22. Select the back four polygons on the top side and top surface of the box, and Extrude them by 475. Select the middle four polygons on the extrusion you made.
23. Delete the selected polygons. Select the resulting four edges, as shown in Figure 3-1050.
25. Connect the three vertical edges with 1 Segment. Select the bottom front and rear polygons on the extrusion and Extrude them by 350.
26. Select the front polygon and Shift-drag it to clone it to element, then move it in the Y axis until the left edge of the polygon coincides with the middle segment in the recess. Hinge From Edge 180 degrees with 10 Segments, using the left edge of the cloned element. Delete the back-facing polygon and Weld the resulting vertices.
28. Vertically center the cylinder in the hole. Reduce the cylinder’s Height to 280 and Instance Mirror a clone of it on the X axis into the hole on the opposite side of the body (Offset should be around –2575.5).
29. Select the cylinders’ caps and Bevel them (since it’s an instance copy, you do not have to repeat for the opposite side):
30. Cut the cylinder cap as shown in Figure 3-1066, then select the four edges and Connect them with 1 Segment.
31. Chamfer the new edge by 108 to make two edges. Select the resulting polygons and Extrude them by 20 to form an H.
32. Select the polygons that form the vertical parts of the H and Extrude them by 40.
33. Select the front eight vertices and move them by 120 in the Y axis. Create a Chamfer Box between the vertical sides of the fork.
34. Target Weld the front four vertices of each side of the fork to make it look raked.
35. Select the tops of the mounts, Extrude them by 140, and Scale them down to 50 in the Y axis.
36. Create a Chamfer Cylinder and convert it to an Editable Polygon. Select the center cap, position it as shown in Figure 3-1078, and Extrude it by 10.
37. Select the center of the cylinder and Bevel it. Add a TurboSmooth modifier to the stack and leave all the settings on their defaults. Hide the chamfer box to give yourself some space.
38. Mirror-copy the chamfer cylinder to the other side of the brace. Select the two chamfer cylinders you’ve already made and clone to the opposite side.
39. Select all the top objects (e.g., body, braces, gun turrets, etc.) and Scale them down to 88 to balance the top with the size of the base.
40. Select the gun turret and Attach the chamfer cylinders to it. Unhide the chamfer box and convert it to an Editable Polygon.
42. Click MSmooth and leave the default setting of 1.0. Extrude the polygons by –70.
44. Extrude the polygons by Local Normal by 400, and then Bevel them:
45. Switch to the Front viewport, open the Spline panel, and create a Helix around the barrel you created with the bevels and extrusion:
46. Click Enable In Viewport and Enable In Renderer, and set the Thickness to 1.5 and the Sides to 12. In the Top view, Shift-clone the helix, in the X axis, over to the other barrel. Select both helixes, switch to the front, and Shift-clone down to the bottom two barrels.
47. Select the edges on the chamfer box as shown in Figure 3-1102 and then Extrude them by a Height of –1.0 with a Base Width of 0.75 to create machine lines on the gun body.
48. Select the front polygons bounded by the machine lines and Bevel them:
49. Select the top front polygons and Bevel them:
51. Select the horizontal segments in the area you just beveled inward, Connect them with 1 Segment, and then Chamfer the edge by 45 and hit Apply (not OK).
53. Extrude the edges by –2 with a Base Width of 1. Select the top two middle polygons and Bevel them:
54. Select the polygon indicated in Figure 3-1115 and click Tessellate. Select the opposite polygon and Bevel it:
55. Select the bottom set of polygons in the form of an L, as shown, and Bevel them:
57. Select the rear middle polygon and Extrude it by Local Normal 12. Non-uniform Scale the polygon down to 70 in the Y axis.
58. Hinge From Edge an Angle of 90 degrees with 10 Segments, click Pick Hinge, and click the bottom edge. Bevel them:
59. Create a Tube on top of the L shape and create a clone of that tube.
60. Rotate the cloned tube 90 degrees in the Y axis. Move the tubes so the edges are just below the surfaces.
62. Select the center vertex, right-click, and choose Smooth. Adda Sweep modifier to the spline’s stack, choose Use Built-In Section, and pick Cylinder from the drop-down.
64. Select the top two polygons on the vertical part of the box and Bevel them inward:
65. Select the tube and Shift-clone in the Y axis, making four copies. Select the body and Attach the tubes (shown as Lines in the list, because they’re based on splines).
67. Create a Gengon and convert it to an Editable Polygon, then select the back-facing polygons and delete them.
69. Clone the gengon enough times to fill the box and arrange them as shown in Figure 3-1153, then select the body and Attach the gengons to the body.
1. Select the middle polygons of the stanchion that holds the gun mount. Bevel them and Non-uniform Scale them down to 50 in the Offset Local X axis.
2. Extrude the polygons by 609 (or until they meet their symmetric opposite to form a bridge shape). Select the two polygons in the middle of the three polygons beneath the extrusion you just made.
4. Extrude the polygons 140. Right-click the Move tool and type 100 for the Offset Local X axis.
5. Create a Box at the rear of the bridge you just made. Convert the box to an Editable Polygon, select the top polygon made by the top height segment and facing the front, and Extrude it by 223.83 so it extends halfway across the bridge.
6. Select the top edge of the extrusion and Chamfer it by 28.Createa Cylinder at the front top corner of the extrusion over the bridge and then Clone one for the opposite side.
7. Select and Link the cylinders to the box and then Select and Link the box to the body. Create a Tube on top of the box and center it over the top part of the box that does not extend over the bridge.
8. Add a Lattice modifier to the tube’s stack; this will create a mesh-looking object, like an antenna tower. Add a GeoSphere to the top of the lattice tube.
10. Select the bottom two polygons on both sides and the middle polygon on the rear of the box, and Bevel them. Then Shift-click the Edge selection mode icon to switch from Polygon selection mode. (Note: Shift-clicking will not only switch from polygon to edge, but will select all the edges making up the polygons that are currently selected.)
11. Extrude the edges by –1 with a Base Width of 3 to create deep machine lines in the box. Switch to wireframe mode and edge-select the edges shown darkened in Figure 3-1178.
12. Extrude the edges by –10 with a Base Width of 3.5 to create deep machine lines in the body. Switch back and forth from wireframe to shaded as needed and select the edges shown darkened in Figure 3-1180.
13. Select the edges shown in Figure 3-1181 and Extrude them by –10 with a Base Width of 3.5 to create deep machine lines in the stanchions.
15. Extrude the Edges by –10 with a Base Width of 3.5. Select the bottom front six polygons and Bevel them:
16. Convert the body to an Editable Polygon to fuse the two halves together. Select the polygons inside the recesses and Detach them as missle_tube template.
17. Create a Tube and convert it to an Editable Polygon. Make three clones across the top of the template, select those tubes, and make five rows of clones.
18. Select the original tube and Attach all the clones. Select the middle five polygons on the original and on the first clone and Bridge them. Repeat this process to create the missile tubes the same way you did for the base.
20. Select the caps on the undersides of the gun turrets and Bevel them:
22. Border-select the top, Cap it, and, with all the edges on the top still selected, Non-uniform Scale down to 80 in the X axis.
23. Select the cap and Extrude it by –1 with the type setting of Local Normal, and then click MSmooth.
25. Extrude by Local Normal by 100 and hit Apply. Then Extrude by 10 and hit Apply fifteen times. This will create a strange four-panel spade shape.
27. Select and Detach the top and just leave it named Object01.With Object01 still selected, add a Lattice modifier to its stack.
29. Extrude the edges by 10 with a Base Width of 3. Clone the antenna assembly to the other side of the bridge.
30. Create a Spline that meanders from the base of the pyramid to the base of the geosphere. Select every vertex on the spline, right-click, and change all of them to Smooth. Switch to the Perspective view, arc rotate, and make sure the spline drapes smoothly over the edges and beneath the lattice.
31. Add a Loft modifier to the spline with a Thickness of 15 and 12 Sides. Choose Enable In Renderer and Enable In Viewport and then convert it to an Editable Polygon to collapse the stack. Create another Spline connecting the other antenna to the geosphere and Loft it using the same settings.
32. Select the torso and add a Smooth modifier to its stack. Switch to the Front view and create a closed Spline object beneath a turret as shown in Figure 3-1226.
33. Add an Edit Spline modifier to the stack and Clone the spline twice. Select the rearmost spline and Uniform Scale it down to 50 percent.
FYI: To make the cannon nacelle, we’ll use a CrossSection modifier. The CrossSection modifier requires the Edit Spline modifier be applied, the splines arranged in sequence, and the CrossSection modifier added on top.
34. Switch to the Right viewport and raise the rear spline in the Y axis, until it is centered vertically behind the middle spline. Uniform Scale the last spline to 70.
35. Add a CrossSection modifier to the top of the stack. Add a Surface modifier to the top of the stack to “skin” it.
36. Add an Edit Poly modifier to the top of the stack so we can cap the holes. Select the borders and Cap them.
37. Select the caps and Bevel them:
38. Loop-select the two edges beneath the turret. Click Create Shape and name it cannon_stanchions. Uniform Scale the shapes up to 112 and set the Thickness to 95 with 4 Sides, and choose Enable In Viewport and Enable In Renderer. Select and Link the stanchions and nacelles to the turret.
39. To add more machine lines to the smooth sides of the cannon_stanchions, select the edges shown in Figure 3-1241. Extrude them –5 with a Base Width of 1.2.
40. Now hide everything except the right gun turret. Switch to the Right viewport and create a Spline like the one shown below. Add a Lathe modifier to the stack, set the Direction to X, under Align click the Min button, and set the output to either NURBS or Patch. I selected NURBS because that gives you a smooth output. (Note: Patch would give you an equally smooth output. The only real difference comes in if you want to model or edit the form, but I’m not going to so it makes little difference.) Click the Lathe modifier, click Axis, and move the axis cursor down in the Y axis until the cannon is the width you want.
41. Right-click the spline and choose Convert to NURBS to collapse the stack. Switch to the Front view and Clone to make a second cannon.
42. Move both cannons into the nacelles. Unhide All. Select both cannons and Mirror-copy them with an Offset of –2350 (or whatever value gets them centered on the left nacelle). Select and Link the cannons to their respective nacelles.
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