9.
To more smoothly integrate
the hull with the keel shape,
drag (MODIFY/drag) the points
of the first row forward,
while holding the <Ctrl>
key down.
10.
Now go back to the keel. As
you did with the hull, you
will have to do with the keel;
that is, connect the points
with open curves as shown.
Use three curves per four
points, as you can see. This
will build an outer "shell".
We don't need the inside curves,
because once the keel is mirrored,
that side will be invisible.
Also, in retrospect, make
the keel about half as wide
as shown here. The reason
is that once it is mirrored,
it will double in width.
11.
Next, select the last row
of points in the layer with
the hull. Even though I showed
all of the points selected,
omit the bottom one. We don't
want the ship to leak.
12.
Here the fun begins. Tedium maximus.
In the front view, drag the selected
points to the right. Here shown on the
1 m grid. Again, much adjusting will
follow, so don't worry about extreme
precision.
13.
Do the same with the next row of points.
The next row was one that had the points
connected two at a time, and so you
will end up with a not very smooth line.
Not a problem. Go to the polygon edit
mode, select all of the curves, and
hit <Ctrl><s> and the result
will be a continuously smoothed curve.
14.
Repeat the process for every
set of point/curves and apply
smoothing, where necessary.
Following the completion of
the process, I went and moved
some points around to make
the horizontal hull curves
a little more smooth. The
problems are mainly in the
front part. The result of
my adjustments is shown below.
Don't panic. This is a very
forgiving modeler, and you
can shift, nudge and slide
things until you are happy
with the result.
Save
your file as ship_tute3.lwo
(just to stay in line
with my own designation)
15.
Don't do this yet, but just
for grins I went and mirrored
the spline cage to get a look
at the complete hull.