Hello Guest, Login | Join Us Welcome To Skymedias - CG Community with a Difference Subscribe to Skymedias Tutorials RSS FeedSubscribe to Skymedias Assets RSS Feed
Shopping Cart | Select Language:
Location: >> - Featured Tutorials - Creating A 3D Sopwith Pup, Part one: The Engine - Jeff Matheson - Page 5

This site is hosted with IXWebhosting:

Creating A 3D Sopwith Pup, Part one: The Engine - Jeff Matheson - Page 5

Author: Jeff Matheson
Date Published: 2007-11-02
Contact: artkings[at]highconceptmedia[dot]com
Author Website: http://www.artkings.highconceptmedia.com
<< Previous 1 2 3 4 5 6 7 8 Next Page >>



Select all the elements that make up the cylinder, including the lock ring and cylinder mount, and group them together into a single object. Since all the cylinders of a rotary engine should be identical, it is not necessary to model each one - the other 8 can be clones of the first one.

To Clone the cylinder, we use the same method as used on the ball bearings or shroud bolts before - first, modify the groups pivot point to be on the same axis as the crankcase, and then use the Rotate tool to create a number of clones.

Once the pivot point is in the correct spot, turn on the "Angle Snap Toggle" for the Rotation tool, hold down the "shift" key and rotate the cylinder by 40 degrees. When the Clone options dialog box opens, choose to make 8 Instances of the cylinder. By making Instances, rather than copies, when textures are applied later they will be automatically applied to all 9 cylinders at once (SCREENSHOT).


With the position and relationship between all the cylinders and the crankcase finalized, it is now time to add the pushrods and the intake pipes. The pushrods are 3 simple Cylinders, one long thin one for the shaft, one flat 6-sided one for the adjustment nut, and one slightly thicker one for the base. They are aligned to meet with both the upper pushrod pivot and the pushrod port on the crankcase? - an easy way to do this is to make the first, long cylinder first - align it, and then copy it to make the other parts. Edit their dimensions to suit each piece, and move them up and down by restricting the Movement tool to the Local (not the Viewport) axis.

Make the pushrod port out of a simple Tube primitive, this will give both the outer and winner walls of the port in one object (SCREENSHOT). Note that the pushrod ports are not on the centerline of the cylinders, but are slightly offset.

Duplicate the pushrods and ports by grouping them and Cloning them as before (SCREENSHOT).



Unlike many other pieces of the engine, the intake pipes show more evidence of being hand formed, rather than cast or machined. These copper or bronze pipes are hand bent, with brazed or soldered ends, and have been hammered into shape. At the top, where they attach to the cylinder head, the pipes are fairly square, then the round pipes are bent down toward the crankcase, where they are tapered and flattened to meet the lower intake mounts. All these complex shapes and changes call for a more organic method of modeling.

I began by modeling the upper and lower mounts, which are fairly straightforward, using methods already covered (SCREENSHOT).

Continue >>>

<< Previous 1 2 3 4 5 6 7 8 Next Page >>