B26 WWII Bomber

Hi,

I’m a total newbie, new to 3d modeling, new to Blender.

Looking for some help. How can I create a smooth fillet between two objects,
in this case, an engine cover and wing. See attached screenshots for what I am
talking about. I’m open to any ideas, even it means total new approach to creating
the model in a different way, I have no idea what I am doing when it comes to topology. I am trying to model a B26 Marauder WWII bomber.

thanks!

Ron

Attachments


and the blend attached…

i think you need to join the motor to the wing then you haveonly one mesh
and it will become easy with subsurf to make a smooth joint betwee motor and wing !

keep up the good work

don’t know if these motor where the same then on the B-24?

b262581blend.blend (369 KB)

i added the motor to the wings and center body

now you can add some edges between motor and wing

and don’t add more loops then required you are using subsurf here
so i did remove some loops on the motor which i think where not required when using subsurf !

and your motor seems to be too high compared to the picture!

happy 2.5

i tried to connect the motor to the wing
but did not have time to get rid of all tris out
but should still a better model then before

have a look and let me know what you think

b262583.blend (382 KB)

happy 2.5

Thanks for the feedback, Ricky…my quest for higher 3d modeling knowledge continues…stay tuned !

an update…


If you’re a newb, that’s a pretty incredible model so far. Keep up the great work, and I hope you’ll consider converting it to Cycles rendering before too long. This would look real nice in Cycles.

I have exactly contrary advise to @RickyBlender: DO NOT do it as one mesh, because it is MORE difficult, than to model such fillet as separate object. All these fillets in the real airplanes were, in fact, separate metal sheets, fixed to the main body with flat screws…
From this page: http://airplanes3d.net/wm-000_e.xml you can download a free book, about modelling airplane. It is not translated, yet, but contains plenty of pictures. See the pictures on the pages 242-249 - they describe how to create similar fillet.

I question witold jaworski’s methods. Yes they were made out of metal sheets in real life, but this is 3D. It is far easier to model when it is one mesh. This goes for practiacally all models. If they’re connected, connect them. Also, You haven’t added the smooth crease which rickyblender made possible.

GraphiX, it depends how accurate is your model.

Try to do this one as single mesh - and you will have a mess :yes:.

Could you show your best model?

Come on, lets not make an argue here :slight_smile:

Great model, and as was said before - If You want incredibly detailed model, You could go with separate object - but for lower poly one mesh is just enough :slight_smile:

Thanks for all the feedback everyone, it helps me a lot.

Witold, thanks for sharing that amazing book! I’ve downloaded it and am studying…I see how you did it now. Very cool.
If my model ends up being only 50% the detail as your P40, I’ll be very happy!

Ron

Just a quick update, working on the tail section…

[ATTACH=CONFIG]161639[/ATTACH]

Did this B-26 have a fabric-covered rudder and elevators? In such a case maybe you will find it useful: I think that it is easier and more efficent to recreate the bulges of the ribs on such surfaces with the bump texture, instead modelling.
I just have translated into English a fragment of my book about it (two pages) so you can read how to obtain such a texture image in Inkscape:
fabric.pdf (66.1 KB)
BTW. It is a raw text, not proof-checked yet! Let me know about any error :eyebrowlift:

there is also a way with GLSL to draw these bumps directly in Blender with a brush!

another thing for Rivet of bolts head you can texture brush normal map of these anywhere on the model in blender 2.6!

good luck

Thanks once again for the tips. I’ll try them out as I progress.

Ron

A quick progress update on the model, plus a rough Cycles render test…
Canopy and nose cone were set to Glass material in cycles, looks a little weird but
I’m no where near done modeling it yet anyway. 500 passes in cycles.


Quite good!
To obtain more realistic glass in Cycles:

  1. Solidify the surface (it has to have thickness of the real pliexiglas sheet - currently Cycles rendered the nose of your model as a solid block of glass);
  2. Make a glass material mixing the Glass BSDF and Glossy BSDF shader (with non-zero roughness), using Fresnel node with IOR = 1.5 (it is plexi IOR) as the weight walue of the Mix Shader node;

Can we see the wireframe? I think where the motor connects to the wing the curve is still too sharp.

I’d agree; seperating distinctive parts of a mesh can be very useful; it can also make it easy to keep from adding unneccessary geometry.

Yeh looking very good, especially for a new modeller; still pretty new myself.