Enjoy the airplane render tutorial? Make something cool with it and share it in the comments below!
1. Starting with the finished model from Part 1, split the view with a UV Image Editor, then create a new image (Image>New Image) with these settings: 2. In side view, press U and Project From View. Scale and position in the UV image editor as shown. 3. In top view, select the airplane wing and Project From View. Scale and position the UV coordinates as shown. 4. Add two seams to the engine along the loop cuts as shown: 5. Add two more seams along the back thruster and the wing connector as shown. 6. Repeat the same for the other engine. 7. Before UV unwrapping, you need to apply the scale. Go into Object mode and press Ctrl+A>Scale. 8. Select the engines and press U>Unwrap. 9. Scale and position the engine UVs to take advantage of the space. 10. Select the outer edge of the side plane and using the proportional editing tool scale the vertices along the Y-axis to correct the distortion caused by the Project from view. 11. Once you’re happy with the UV layout, export it (UVs>Export UV Layout) and save the file somewhere on your computer.
1. Open the output PNG in the image editor of your choice (I’m using Photoshop CC). Create a new layer of solid white and place it underneath the UV layout layer. 2. Start by checking the blueprint to see where the windows go. 3. Using the Rounded Rectangular tool, draw a small (18×20) rectangular shape. 4. Duplicate the layer and holding shift, nudge the new window right using the right arrow. 5. Continue duplicating to create 14 windows as per the blueprint. 6. Next create a door by using the rectangular tool, with no fill and a 2px stroke. 7. Add a window to the door and a paint a handle using the brush tool (hardness 100%) 8. Repeat this till you’ve created all the windows and doors as per the blueprint. 9. Hide the UV layout layer (leaving just the windows and doors) and save as a PNG. 10. Go back to Blender and switch to the Cycles renderer. Change the name of the default material to Airplane Exterior. 11. Go to the material node editor and create this node setup (using the image texture you just created in Photoshop):
1. Add a camera and position it as shown. 2. Add a sunlamp and position as shown. 3. Set the sun shadow size to 3cm, energy to 5 and color to light yellow. 4. Enable the Image as Planes add-on in the user preferences, then use it to add this sky background (Shift+A>Mesh>Images as Planes) and set it to Emission in the import settings. 5. Rotate and scale the plane so that it fits squarely in the frame, behind the airplane. Render it now and you should have this:
1. Go back to the image editor (eg. Photoshop) and decorate the plane as you see fit. 2. Paint the underside of the plane a solid color. 3. Hide the Windows and Doors layer and the UV layout. Save just the decal to a separate PNG. 4. Jump back into blender and use the new decal image as input for the Diffuse shader: Render it now and you’ll have this:
1. Select the strip of vertices along the front of the wing as shown: 2. Add a new material, call it Silver Wing and assign it to those vertices. 3. Go to the material node editor and create this setup for the Silver Wing material: Render it and you should now see a silver lining to the wings: 4. Add a new material called Blue Paint and use these settings: 5. Assign the material to the engine and wing holder. 6. Select the front ring and the back thrusters and assign it to the Silver Wing material. 7. Select the second empty slot, rename it Windshield and setup the following material: Render it now and you’ll have this:
1. Jump back into Photoshop and using a 2px brush, paint straight lines (holding Shift) over the areas where panels should appear (use a reference image). Then set the spacing of the brush to 1000% and use it to quickly paint rivets along the seams. 2. Do the same over the areas of the engine (use a reference image) 3. Hide the UV layer and save a new PNG of just the seams and rivets. 4. Go to the Silver Wing material and add the new Image texture with a Bump node and connect to the Normal inputs. Then do the same to the Blue Paint material. 5. In Edit mode, select all the vertices and press Recalculate the normals (Ctrl+N). This will ensure the bump mapping is in the correct direction.
1. Select the windscreen vertices and duplicate them (Shift+D), then move them to a new object (P). 2. Go back into edit mode on the new object and press Ctrl+F and select Wireframe. 3. Press T to bring up the toolbar, and set the Thickness to 0.02. 4. Assign the Silver Wing material to the object. 5. Move the vertices so that they aren’t buried in the windshield glass. Render now and you’re finished!Close Summary