Hello everyone. In this tutorial I would like to close you up some modeling technics in XSI. I think it's a lesson for all users, advanced and begginers. For advanced, cause in this tutorial I'll show you how to model detailed helicopter, so it's quite complex model, and for begginers, cause I'm begginer too in XSI, so all options and function that will be used in it I'll try to descripe understandable and precisely. Maybe few words about subject of this tutorial. I decided to model helicopter UH-1, called "Huey". It's because I read great book few days ago. It was "Chickenhawk" by Robert Mason, and it tells about Mason's duty in Vietnam, and it inspired me to make some scen with "Huey". As always I started from searching some references images and blueprints (I found some blueprints on www.onnovanbraam.com - they are not exactly of "Huey", but they have to be enought, I will use them only for basic shape, for detailes I will use photos. When I collected huge number of photos I started to study them. When I was ready I started modeling job.

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First thing we have to make is set up references in the scen. Before we do this we have to prepare them in some 2D applications. For all those who can't do this - you can find them HERE. Now, when we have got cutted blueprints, we start XSI, and make new project (file>new project). Now it's time for references. I'll show you how to do this by texturing planes, cause it's much effective than ratoscope. Just create grid object (primitive>polygon mesh>grid) and in its table set subdivisions U and V to 1 - thanks to this there will be no segments on the object, so texture will be better seen. Values of U and V length depend on resolutions of our blueprints. For example, if our image has got 1139x286 pixels we set U length to 113,9 and V length to 28,6.
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Now, when we created correct grid object, we need to position it. So, if we use resolution of side blueprints as a size of our grid, we need to rotate this grid to see it in right view. When we position our object we have to assigne it a texture. First of all we go to property>texture project and use XZ. This tells where the texture should be applied on the mesh. Then go to material and choose phong. In its table click on a little icon on the right of the color (it looks like connection) and choose image.
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Then just click on new and choose correct image. Now texture is assigned to the grid object, but we can't see it. It's because we have got selected wireframe display in all viewport. To change that just click on wireframe (on this toolbar in the top of each viewport) and choose textured decay or textured. Now texture is seen.
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Now the last thing we have to do. Again click on this icon placed on toolbar (now there is textured decay not wireframe) and choose there display options. In the table go to display mode. It's very helpful place, cause you can set up here correct display mode to each object (selected or unselected). You have to set wireframe selected object, so all the time, during modelind, our texture will be seen, and selected object will be displayed as a wireframe - I created some sphere to show you what I'm talking abut. Now we just have to set up the rest of the blueprints.
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Ok, now when we have got all blueprints put in the scen, we can start modeling job. If you have any problems with references part of tutorial, you can download scene with already made blueprints HERE. In first step we'll create basic shape of "Huey" body, and then we will add more detailes. This method is called box modeling, and I decided this is a perfect way in this case, cause it lets us to create good looking shape of the model fast end easy. Remember that before starting mdeling you have to decide what technics you will use. If you choose uncorrect, you will lose a lot of time, make many bugs in geometry or even you will have to start modeling again. But, how to decide what modeling method is the best? Well, only experience will tell you the truth :) But lets start. Fristly, create basic cube (primitive>polygon mesh>cube) and change base value to 6. Next edit its shape like you can see on the image beside. Maybe few words about how to do this. Go to point selection (by pressing "t" on the keyboard) then select points you want to position, next press "v" and move them in correct place. When you finish it, just press "v" again to turn translate tool off, and you will be able to select another points.
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Now we have to create some horizontal segments. We will use split edges tool to do this. So, firstly go to edge selection (press "e" key) and select all vertical edges. Next, pressing "alt" key click your right mouse button on the object and choose splite edges (with split control) from the menu.
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In table you are able to control position of new edges - by changing ratio edge. Choose the right value to position new edges exactly below windows.
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Next, repeate this operation few times to gain geometry you can see besides. Of course we could use subdivide edges (evenly) - this tool would let us to create correct number of segments in one time, but it would divide object into equal parts - we wouldn't be able to choose position of each new segments, so we would have to position all new points by ourself, and it would be harder and take much time.
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Now, lets go to the front viewport. We have to delete half of the object, cause we will model only one side of helicopter, and in the end we will make mirrored copy of it, and connect both sides. We can do this cause, helicopter is a symmertical object, so both sides looks the same. So, in front view you have to selec all horizontal edges and use subdivide edges tool with subdivisions sets to 2. Then, when we added new edges in the center of the object, we can select all points on the left side of it and delete them (by pressing "delete" key). At the end we have to select polygon, that is shown on the screen besides and delete it.
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Now it's time to start creating correct shape of helicopter body. Go to top view and position points using reference just like on the image.
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I created 2 more segments - you can see them on the image - I used subdivide edges (evenly).
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Now, using all viewports you have to gain nice looking shape of the body. It's quite hard to make, so you have to taka a look at all your reference photos and move point by point untill you will be complacent.
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When you have got nice looking shape you have to thicken geometry. It's because model is to low poly now. Of course you can make it more smooth by press "+" but when you will try to add some details in geometry, for example cut windows, doors, etc. you will have many bugs in smoothed wire. So start adding new segments - first horizontally. Very important is to make it precisely to keep smooth surface. So you will probably spend quite a lot of time on moving edges and vertex. On image beside you can see first step of adding new segments.
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Here you can see more added edges. As you can see I made quite thick wire in 2 places. It's because I will have to cut doors in the future, so I need thick geometry in pleaces where will be grooves. You can have a little problems to create thick wire which will be smooth, so I will try to explain you in few words how to add segments to gain smooth surface. When you have got low poly object, just add one new segment and then correct position of new vertex. When you will be sure that you surface is smooth add another segment and position its vertex again. When you will be doing it segment by segment you will (with a little experience:) be able to create very thick and smooth geometry. And remember that in pleaces, where you will have to add detaile the wire shoud be thicker, in other places you can make less segments.
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Now start adding vertical segments. I started from the tail. Remember to correct the shape in top and right view after creating every new segment.
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Here you can see where I added next few segments.
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And here is the last step of adding segments. Notice that I create segments i places wher should be grooves between the body and doors.
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Now the tail. Select polygones that you can see on the image.
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Press alt and click right mouese button and choose extrude along axis from the menu.
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In the table you are able to control many parameters of extrusion. In our case we will use only one. Choose correct value of length parameter - in my case it was 34.
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Go to page 2
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