3. Simple Construction - A Diesel Loco - Part five

Version 1.0 - 26.June 2002

The bumper supports

We create the bumper supports with aCreate - Box - Keyboard Entry in the perspective viewport. The values are:

  • X = 0.0m
  • Y = 4.8m
  • Z = 1.1m
  • Length = 0.4m
  • Width = 3.0m
  • Height = 0.4m
  • Generate Mapping Coordinate is to be selected.

A click on the Create button creates the front bumper support.

Texturing the bumper support

We open the material toolbox first, select the body of the loco and click the Get! button. The material will be loaded. Then we select the bumper support and click Put! in the material tool window. Now, we map the bumper support planes with the known UVW Map and Unwrap UVW method to the small dark grey square of the image.

We close the editor, collapse the stack and the front bumper support is done.

We select the bumper support, and with Move mode activated, we Shift-click on the bumper support object. In the dialog window, we click OK. The copied bumper support (Box02) can now be moved in Vertex selection mode. We select all vertices of the object and in the Move Transform-Type-In Dialog (opened with a rightclick on the Move symbol) we change the Y-value from 4.8 meter to -4.8 meter. The support has been moved and we can now leave the vertex selection mode.

As the next step, we select the Main object and with the Attach list tool, we select both the bumper supports (Box01 and Box01). They are now attached to the Main object.

The bumpers

To construct the bumpers, we first change the Front viewport to Back viewport. A rightclick on the Front text opens the context menu where we select Views and Back.

In the Back viewport, we create a cylinder with the keyboard entry method. These are the values:

  • X: -0.9m
  • Y: 1m
  • Z: 5.2m
  • Radius 0.2m
  • Height 0.5m
  • Height Segments: 5
  • Cab Segments: 1
  • Sides: 18
  • Create Mapping Coordinates selected

That's what the bumper to be looks like:

We leave the cylinder selected and convert it to an editable mesh (Quad Menü - Convert to - Editable Mesh). Then, we change to the Left viewport and zoom in with the Region Zoom tool.

We switch to Selection Vertex and select the two righthand rows of vertices...

...then we activate the Select and non Uniform Scale tool and open the Scale Transform Type-In window with a rightclick on the scale symbol.

In theScale Transform Type-In window, we type in the Offset:Screen fields the following values:

  • X: leave unchanged
  • Y: 60
  • Z: 60

Caution! The values will disappear in the entry fields. Nevertheless type them in only once, even when the entry fields read 100%.!

Then we select the two center rows of vertices...

...and in the Scale Transform Type-In dialog, we type in the following values:

  • X: leave unaltered
  • Y: 40
  • Z: 40

Now, we select the rows of vertices one by one from the right to the left and with the Move tool and the Transform Type-In dialog, we adjust the rows with the following Y-values:

  • Y: 5m
  • Y: 5.2m
  • Y: 5.3m
  • Y: 5.55m
  • Y: unaltered 5.6m
  • Y: 5.65m

With the material tool, we Put! the material to the Bumper and in Polygone selection mode, we select all polygones except the front planes...

...and map the bumper sides on the small grey square. (Remember? Unwrap UVW and to finish Collapse All)

Then, we switch to Polygone select mode and Hide the selected polygones. The Front faces of the bumpers are still visible and due to be mapped next.

We map the bumper's front faces to the small dark circle as shown.

Then, we Unhide the other faces.

To copy the bumper

We leave the Polygone select mode first and mak one copy of the bumper. In Polygone select mode again, we move the copied bumper (cylinder02) from X: 0.9 to X: -0.9.

Again, we leave the Polygone select mode and select the first bumper. With Attach List, we attach the second bumper (Cylinder02) to the first bumper.

Now, we make a copy of the new bumpers and in Vertex select mode, we rotate the copied bumper 180 degrees... (With the Grid Snap Tool activated).

...and move it to the rear side of the loco. Therefore, we change the Y-value in the Transform Type-In dialog from 5.382 to -5.382 and leave the Vertex selection mode.

The coupling rod

To build the coupling rod, we create in the Top viewport a box with 11 length segments, convert it into an editable mesh and map it completely to the red square. (with Put! and Unwrap UVW and the editor)

In the Vertex selection mode, we conform the box to the wheels as shown in the images.

Now, we select the vertices of the rows1,4,5,8,9 and 12 with the CTRL key pressed. Then we taper the rod with the non uniform Scale tool as shown.

Then, we align the vertex rows with the Move tool.

In the Back viewport, we adjust the rod to the wheel.

With theHierarchy tool we select Pivot and Affect Pivot only. Then we click Center to Object. Then we make a copy of the rod...

...and move the copy to the other side of the loco. (Vertex selection mode). With the Attach list tool, we attach the copied rod to the rod.

The model is now ready and has yet to be animated and exported.

Don't forget to save the model.

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to part 6