7. . Now it's time to patch
the keel. You know the drill.
In the perpendicular view
in the layer with the keel,
select the polygon lines (in
this view) L, R, Bottom, Top.
You have to enlarge the picture
a lot to see them clearly,
near the tip. I suggest that
for the thin edge of the keel
1x5 polygons will be fine.
On the side use the same as
we did before, 2x5. With faces
selected here is what you'll
have. Cut and paste the patch
to a new layer. Continue until
all three sides of the keel
are finished. For practical
reasons, it will be easier
to finish the top and bottom
edges first, then reset the
numbers and do the wider outside
edge. Don't forget to flip
the faces where necessary.
The little top area you can
just close off the old fashioned
way. Select the corner points
sequentially and hit<p>
to create the polygon. Make
sure it's pointing up, or
flip it. Copy it to the mesh
layer as well.
8.
BTW: To tell you what may
happen. While transferring
a patch, I accidentally cut
some of the lines to the patch
layer. It happens. When I
returned the lines to the
spline cage and attempted
to patch the next section
it gave me the dreaded "The
curves don't cross correctly"
message. I figured it had
to be points and went to the
point edit screen and hit
<m> and did an automatic
point merge. 16 points were
eliminated and that fixed
my problem.
Once
the narrow edges are finished,
start on the wider, outside
edge. Continue as previously
discussed.
9. When all done, this is
what you'll have. Save
your file as ship_tute4.lwo
(click "ok" about the
overwrite)
10.
Let's do a little test render,
and I must say, I am not displeased.
We're right on track.
11.
I will give the oarholes one
more try. The last attempt
did not come out particularly
well. There were huge stress
lines in all of the affected
panels and I am still asking
questions about what we can
do about that or if we want
to live with that. I will
provide both ship panels as
options as well as the Boolean
objects. In the end you can
make up your mind which version
you want to pursue. So, in
the meantime, just copy the
Boolean objects from the attached
file to your practice file
and perform the Boolean operation
as I describe it.
With
the Boolean objects in place,
create a copy of your hull
in a new layer.
12.
With the hull in the active
layer and the Boolean objects
in the background layer, go
to MULTIPLY/Booleans or <Shift><B>,
and the Boolean CSG window
will open. Select "Subtract"
and hit ok.
13.
Here's what you'll have. A perforated
hull segment, artifacts and all. Apparently
this is a tough one for the software.
Not to worry...
14.
Simply, in the polygon edit
mode, select all of the offensive
polygons, (best done in the
lower-right viewport - head-on
view) and make sure you get
the circilar end polygons
too. Like this, and then hit
<x>, and they'll be
banished into cyberspace -
unless you hit the <u>
key. Then you can get them
back, should your dark little
heart desire that.
15.
At last, here is the hull
segment, oar holes, stress
areas and all. Save your file
as ship_tute6.lwo What
happened to file 5? I used
it as the before Boolean and
6 as the after Boolean operation.
Anyway, the Boolean object
is in layer six of the zip
file. Have fun. Render the
result and see what you think.
Maybe it's nothing, but at
this time I am not pleased.
Hang tight, however, in Part
3 we'll take care of this.