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SBD Dauntless

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  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, May 17, 2015 2:35 AM

Before I start a new model, I collect its photos — as many as I can find, everywhere: in the books, magazines, on the Internet. Some of these photos are high-quality, detailed photos of restored airplanes. One of them is this a high-resolution photo from the web page of Chino Planes of Fame Air Museum:

Figure 2 1 A semi-orthographic photo of restored SBD-5 (from The Planes of Fame Air Museum in Chino)

This is a special photo: it was made from a long distance using a “telescope” lens, which minimized the perspective barrel distortion. The airplane on this picture lowered its right wing, so its bottom parts are slightly shifted downward, but except this area it is a perfect reference!

I placed this photo in Inkscape (a free, Open Source image editor), and set it horizontally (along the canopy frames). Then I mirrored it, for the comparison with the left side view:

In Dauntless there are two long parallel lines that were perpendicular to the fuselage centerline: the trailing edge of the wing center section, and elevator leading edge. On this photo they are also parallel (more or less). This is the proof that we can neglect the perspective (barrel) distortion.
Now let’s compare the BuAer drawing (see the post above) with the reference photo:

In the first post I mentioned that this BuAer side view is too short. To make a fair comparison, I marked on this drawing the proper fuselage length (as on the BuAer top view). As you can see, the drawing matches the reference photo quite well!

It fits the photo even better when you correct the tail contour (so it matches the fuselage length in the BuAer top view):

It seems that the BuAer drawing from 1944 matches the contour of the real aircraft quite well. In fact, it is much better than the contours of the detailed KAGERO drawings from 2007 (see previous post), which most probably are based on the drawings made by previous authors:

I think that these KAGERO plans “accumulated” many decades of various errors. Do not be surprised: before the 1990 it was practically impossible to make such a “photo verification” like this one. Even today authors are used to redrawing earlier plans. They seldom compare their work with the real photos in the manner shown above.

Concluding: there is no good reference among the existing Dauntless drawings: the BuAer lacks details, while the KAGERO plans contain too many deviations. The plans from other authors have similar errors (I will not elaborate about it here).

It seems that I have to crate my own drawings!

In the next post I will refer the progress of this work (I hope that I will show you the corrected side view).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 23, 2015 2:39 PM

As I wrote a week ago, I am working on a better drawing of the SBD-5. It is based on more than 1000 various photos. Below you can see the first version of the side view:

 (click here to see the high-resolution version)

This is not an ultimate drawing: I suppose that it will be updated during my work, following the new findings about the airframe shape and/or details. The dotted lines mark the rivet seams, but size and spacing of these dots does not match the real rivets. I prepare these plans to build a model: that’s why I removed the outer wing section and horizontal tailplane. For these parts the most important drawing is the top view. To build them, on the side view I need the precise contours of their key sections (i.e. their airfoils as well as the incidence angles and spar locations). I draw three profiles: first of the wing root, then the root of the outer wing section, and then the wing tip. Two different sources specifies different wing tip profiles: NACA-2409 (Performance Test Report, 1942) or NACA-2407 (BuAer drawing, 1944). However, the bottom contour of the NACA-2407 seems to be a little concave. Because I did not observe such an effect on the photos, I decided to use the thicker airfoil of NACA-2409. I still have to verify this detail when I build the wing. The airfoils of the tailplane were specified nowhere. I copied its root airfoil from a photo.

While drawing the side view you still have to think “in 3D”. That’s why you can see around this silhouette some auxiliary sketches: the front view of the engine cowling, and the contours of the center wing section. I draw the latter element just to mark the exact position of the first rib of the wing. It was hidden inside the fuselage. Note that this airfoil was a specific modification of the NACA-2415 shape: the part of the wing that houses the main landing gear was reshaped. In the effect, the leading edge of the center wing section has a small downward inclination.

On the next week I will present side views of two earlier Dauntless versions: the SBD-2 and SBD-3. I will discuss where are the differences in the length of the SBD-5 and SBD-3, 4, as well as the mystery of the “missing 7 inches” of the SBD-2.

Within two weeks I will present the corrected/verified top view.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 30, 2015 1:05 PM

In this post I will show you how do I create Dauntless side views. First I used the “semi-orthogonal” photo of the SBD-5 as the reference to draw the side view of this version. This is the most important picture, because it provides reliable “general reference”:

Then I used many other photos and sketched fragments of the other views to complete the side view details (note the multiple guide lines on these pictures):

Note the large B/W photo that I used to verify the shape of the propeller hub and engine cowling. I could not compare it with other areas — the cockpit canopy, for example — because its perspective (barrel) distortion was too intense.
However, when the barrel distortion is moderate, we can revert it! See for example this side photo of another Dauntless version: the SBD-3:

First I identified the undeformed fragment of the fuselage (in this case — around the firewall and the windscreen) then fitted this part of the photo into the drawing. Then, comparing the lengths of this photo and the side view, I concluded that it has a moderate barrel distortion. From the history of this design I know that the SBD-3 and SBD-5 had different engine cowlings. The other parts of their airframes had the same shape. This means that I could use the existing SBD-5 drawing from the firewall to the fin as the reference for the unwrapping process of this SBD-3. Then I unwrapped this photo using the GIMP. (Speaking more precisely – its “Lens Distortion” image filter. You can find all the details of this process in this book).

Note that this operation “flattens” only the airplane contour that lies on the symmetry plane of the fuselage. All protruding elements, like wing and horizontal tailplane remain deformed. But it’s OK, I need this just this contour. While drawing, I will compensate the small remaining deformation of the bulkhead lines. (For example, the leading edge of the NACA cowling from this photo should be a straight line, but it is a very flat ellipse).

Of course, it is always better to prepare more than one of such “flattened” pictures, to minimize inevitable errors:

NOTE: these two SBD-3 photos depict training aircraft, without the telescope gunsight. Such a gunsight was protruding through the windscreen in the combat airplanes.

On both SBD-3 photos you can see that the engine cowling is somewhat shorter than in the SBD-5. In fact, in the specifications you can find that these versions had different overall length:

  • SBD-5: 33’  1/8”;
  • SBD-3: 32’ 8 ” (in some sources I also saw 32’ 8 4/5”)

However, on the scale plans authors attribute this difference to the longer propeller hub of the SBD-5 (It used different propeller: Hamilton standard hydromatic). Others did not bother about the different lengths of the SBD variants, and draw the profiles of all Dauntless versions alike.

Following the findings on the unwrapped photos I analyzed many other archival pictures. Below you can see the conclusion:

It seems that in the SBD-5 the engine, together with the NACA cowling, was moved slightly forward. All other bulkheads remain in the same places. This modification shifted forward the center of gravity. I suppose that this correction improved some handling characteristics that changed after the doubling of the rear guns. (The second gun in the rear was introduced in 1942 to the SBD-3 as the “field” modification. It shifted the cg backward).

In my next post I will finish the side view matter, delivering you the complete side views of the SBD-3, SBD-2 and SBD-1 variants. I will also write about other non-existent length difference, which you can find in the books about the SBD Dauntless.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 6, 2015 4:04 PM

In addition to the side view of the SBD-5 presented in one of my previous posts, I have prepared side views of the earlier Dauntless versions: SBD-2 and SBD-3:

 (Here are the links to the high-resolution profile images of: SBD-2, SBD-3).

When you look into Dauntless specifications, you will find that all its models have the same span, but they often differ from each other in the length. This is a typical case, because the wing geometry determines the aircraft behavior. Thus, once “debugged” in the prototype (the stall characteristics etc.) it remains unaltered between subsequent versions. The fuselage shape is not so important, so it is often modified. In the effect, the length of the airplane often vary between subsequent versions.

In the previous post I described how the photos confirmed the different length of the SBD-5 (33’ 1/8”) and the SBD-3 (32’ 8”), listed in their specifications. The reason was the different engine mount, modified in the SBD-5. The same sources specify the length of the SBD-2 as 32’ 2”. This is something strange, because I cannot find any evidence of this significant, 6 inch difference between SBD-3 and SBD-2 on the photos!

The SBD-3 was a “quick and dirty” adaptation of the SBD-2 to the recognized requirements of the modern war. Douglas added armor plates to the pilot and gunner seats, self-sealing fuel tanks (reducing their capacity), doubled the rear guns. All the key elements of the design: the airframe and the engine, remained the same. Where is there the modification that changed the overall of length of the SBD-3 by 6”!?

I started to look for the sources of this information (the subsequent publications copy their specification data from the earlier ones, up to an ultimate source document). Ultimately it seems that it comes from the BuAer Performance Data Reports. There are two of such documents, created in 1942: one for the SBD-2 and one for the SBD-3. On their last pages you can find the measured airplane dimensions. The difference is there: LENGTH, LEVEL: 32’-8” in the SBD-3 report, and LENGTH, LEVEL: 32’-2” in the SBD-2 report. (Unfortunately, they did not specified the length on wheels for the SBD-2, so there is no double-check). Note that all other dimensions are the same. I speculated that the reason of these differences lies in the propeller spinner: it was often removed. If the tested SBD-3 had this spinner, and the SBD-2 didn’t — what was the eventual difference? I tried to check this option, but it shortens the fuselage length by less than 4”.

What’s more interesting: the only survived SBD-2 is owned by the National Navy Aviation Museum in Pensacola. On their web page the owner specifies the length of this airplane as 32’ 8” — the same as the SBD-3! Thinking further about it, I noticed the manual corrections of typing errors in other SBD performance data reports. So I have following hypothesis:

-          The SBD-2 and SBD-3 had the same length: 32’ 8”, as specified by the owner of the restored SBD-2 (NAM in Pensacola);

-          The typist of the BuAer Performance Data Report made a mistake (most probably —deciphering the handwritten measure results he/she read “2” instead “8”). The authors of the first publications about SBD Dauntless used this source, and the others used their publications. So the initial error was multiplied;

Thus I assumed that the SBD-2 length specified in Performance Data report is wrong. Basically it was the same as the SBD-3. It also applies to the SBD-1:

 (Here is the link to high resolution profile image of the SBD-1). The only external difference between the SBD-1 and SBD-2 is the larger air scoop on the top of the engine cowling.

Conclusion from this little investigation (in fact, it took me a few days): do not trust blindly the specified width and wing span of a historical airplane! When you compare the different sources you will find that sometimes these figures are different. Always try to verify available data. The wing span is less error-prone because it usually does not vary between subsequent versions. Remember that the photos are always the ultimate evidence.

In the next post I will present the updated/verified Dauntless top view.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 13, 2015 1:37 PM

This Monday I finally got the “Instructions for the Erection and Maintenance of the Model SBD-6 Airplane” book – more than 600 pages about the Dauntless, published by Douglas in March 1944. Because of the lengthy title, I will refer to this book as the “SBD Maintenance Manual” or the “Douglas manual”. In spite that it describes the last produced version, it is also usable for the earlier models: as I mentioned in one of the previous posts, the SBD-1 airframe behind the firewall differs only in a few details (the double gun mount, gunsight type, lack of the YAGI antennas) from the SBD-6.

Inside you can find the SBD-6 general arrangement drawings, as well as the stations diagram:

Here are the links to the high-resolution versions: side view (cropped from the page), top and front view, stations diagram. As you can see these Douglas diagrams contain more dimensions than the BuAer drawings. Their chains on the side view allows for verification of the wing location, as well as the wing and tailplane incidence angles. They also allow you to determine the basic “trapeze” around the rudder and the fin. From the front view you can also read the dihedral angle of the outer wing panels (9⁰ 19’).

The dimensions from the top view allowed me to draw the basic trapezes around the wing and tailplane, as well as to determine locations of the aileron and elevator hinge axes. This information, combined with dimensions from the side view, allows for determining the precise location of the firewall, wings and empennage. I used them to verify my scale plans. Sometimes they just confirmed what I determined before (for example — locations of the wing or the last bulkhead). Sometimes they revealed the errors I made. I will write more about it in the next post. So here is the current, updated version of my drawing:

 Because of the formatting issues I had to split this image into two parts:

(Click here to get these drawings as a single, high-resolution image). Note that I draw the outer wing panel without its dihedral (it is much easier to build its model using such a “flat” reference). Thus when you check proportions of this top view, its span/length ratio is somewhat greater than the expected value of 41’ 6” / 33’. What is interesting, the dimensions on the general arrangement drawing indicate that the “official” wing span does not include the size of the running lights:

To obtain the “physical” wing span value you have to add 1.5” to each wing. I used similar convention when I matched the fuselage contour against its dimension (33’ 1/8”). These dimension lines are more obscured on the side view, but for the matching purposes I skipped the length of the running light cover protruding from the tip of the tail (1”).

In general, after all these updates I feel more confidence in my drawings.  I know which elements come from the explicit dimensions of the general arrangement diagram, which from the photos, and which are based on other drawings or just on an assumption. The only larger element that I was not able to verify is the fuselage width (i.e. its contour in the top view). It is copied from the Douglas drawing. I was able just to verify it at the 9th bulkhead (station 140). I have a photo of this bulkhead from one of the Dauntless restorations, so I am sure that it fits properly into the fuselage contour on both views: the side view and the top view. However, I did not verify in any way the curved contour of the tail on the top view.

Frankly speaking, after this experience I am really glad that I am doing such a “slow start” to the modeling by preparing these drawings. It forced me to think twice (or even more times than twice) about every part of this airplane, resulting in better understanding of various nuances of its geometry. Sometimes I had to deliberate over a single line (like the gap between the elevator and stabilizer) for a whole day, watching and comparing hundreds of photos. In the effect I had to move a few lines around it on the plans. It was not a big deal. However, if I already started to build the model, adaptation of such findings would require a lot of work!

In the next post I will tell you more on how I used the explicit dimensions from the Douglas drawings. They allowed me to find some flaws in my plans. Description of this case will give you an insight into the errors that you can make using the photos.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 20, 2015 1:20 PM

In my previous post you can find the updated scale plans of the SBD-5 Dauntless, consisting the side and top views. The ultimate shape of depicted airplane resulted from matching my initial drawings against the Douglas general arrangement diagram. I couldn’t do it before, because this diagram comes from the Dauntless maintenance manual, which I received in previous week.

In this post I will show you how I do such a matching using the diagram shown below:

When you use such a drawing, you can follow the general rules of the technical drawings. In particular:

  • The ultimate contour of the depicted object is on the outer side of the drawing lines;
  • When the shape on the drawing differs from the result of its explicit dimensions, the result of these dimensions prevails

So, starting from the thrust line (i.e. the propeller axis) and from the firewall (the base of all dimensions), we can use the dimensions from this diagram to determine the wing chord position (points A and B in the picture below):

We can read from the side view dimensions that A (the rib tip) is located 20.38” from the thrust line and 9” from the firewall. The end of this rib is located 2.5⁰ lower, and the chord length of this rib is 115.12” (this dimension you can read from the top view). This determines location of point B.

I used the scale of my drawing (3.02 px/in) to convert the dimensions listed above into drawing units. Then I used guide lines to find these points of the wing chord on my plans:

Fortunately points A, B on my plans occurred very close to wing leading and trailing edges.

You can use dimensions from the general arrangement drawings to sketch the basic trapeze around the wing (in the top view) as well as around the fin, rudder, and horizontal tailplane. These trapezes allow you to determine the basic shape and proportions of the airplane. I will show this method on the example of the fin and the rudder. Figure above shows their dimensions on the original drawing:

Using these dimensions you can draw the basic trapezoid around the rudder and fin. You can also locate the chord of the horizontal tailplane as we did for the wing.

When I mapped these elements onto my plans, they revealed a serious flaw in my drawings:

The whole tailplane seems to be shifted downward, and the rudder hinge is moved left! However, if the wing chord fits to the dimensions, then most probably this is the result of a random rotation. I have quickly verified this hypothesis using the reference photo:

When I set the pivot point of this transformation above the wing (see picture below), it was enough to rotate this photo by 0.27⁰ to fit the rudder and fin into given contour:

It seems that I made mistake at the very beginning, trying to set this photo horizontally (in the second post of this thread). I estimated it using cockpit edge (see previous picture), because the better candidate for such a reference — the seam running on the side view along the reference line — is not visible on this picture. It seems that this fragment was too short for precise estimation of the horizontal direction. What’s more, I did not know at the beginning that in the top view this edge is not parallel to the fuselage centerline. Because the depicted airplane is slightly inclined toward the photo, I had to estimate location of this edge as the line lying between two cockpit edges visible on this picture. The BuAer drawing (copied from the Douglas general Arrangement Diagram) would help, if its draftsman did not made additional errors around the tail and empennage (see the second post).

Of course, the drawings that I published in the previous post did not contain any of the flaws that I have found here. I fixed all of them before. I just wanted to show you in this post what kind of errors you can do using a photo reference.

Conclusion: always try to find a general arrangement diagram of the airplane and use its explicit dimensions to verify your drawings. They often allow you to fix severe flaws in the geometry of the depicted aircraft!

  • Member since
    June 2012
Posted by Compressorman on Tuesday, June 23, 2015 12:28 PM

Holy cow! I cannot wait to see this come together.

Chris

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 27, 2015 3:40 PM

Thank you, ! Within two weeks I should start modeling.

However, before I do this, I will shortly describe how did I create the top view. Drawing such vertical views (from the top or bottom) of the SBD Dauntless is more difficult than the side views, because there are no “vertical” photos which you can use to verify and enhance the available plans. The methods presented below can be useful when you want to draw or verify blueprints of an aircraft.

Anyway, I started using everything I could, for example some photos from the restoration done by the Pacific Aviation Museum:

The photo on the picture above has a strong barrel distortion. We cannot effectively “revert” it as we did for the side view. Why? Because the photo of the side view all contours of the aircraft lie on a single plane (the symmetry plane). This one contains are at least three important planes: the edges of the cockpit, the center of the fuselage (along its maximum width) and the wing contour. Each of them is located at a different distance from the camera, and each requires different distortion (fixing one of them you would spoil the others).

Nevertheless, taking all of this into account, this high-resolution photo is still useful to determine the rivets pattern of the center wing section, as well as the width of the cockpit frame. The edge of the Dauntless cockpit is formed by an important longeron: it determines the fuselage shape in this area. To precisely estimate the width of the cockpit canopies I draw auxiliary contours of their cross sections (you can see them on the picture above as the blue lines). Positions of the bulkheads are copied from the side view. On this top view I roughly approximated positons of the longerons below the cockpit edge. This is just a “workshop drawing”, not a regular scale plan: I will form the fuselage following its contour on the side view and a few key cross sections which I will draw later. Because of the barrel distortion of the reference photo I was not able to check the contour of the fuselage in the top view. This is the only element I had to redraw without any verification from the Douglas general arrangement drawing.

In next step I used dimensions from the Douglas diagram to draw the trapezes of the outer wing panels and horizontal tailplane:

Picture above shows all the lines which you can deduce from the general dimensions provided by the manufacturer. We can further enrich it using the information from the stations diagram:

The station diagram provides precise position of all wing ribs. Most of them are just a row of rivets, but along some of them you can find the panel seams.

All right, but this wing drawing is still missing its “vertical” elements: rivet and panel seams along the spars and stringers. How to determine their locations?

I had to review all the collected photos. Ultimately I chose one of the pictures from the  web page of Chino Planes of Fame Air Museum:

I rotated this photo, aligning the wings of this airplane to the vertical guides. As you can see, it is made with a telescopic camera, so that it is very close to a perfectly orthographic projection. (The guides of the tailplane are not ideally parallel to corresponding guides on the wings, but this difference is minimal). The left wing is depicted at a relatively high angle, so you can see clearly the rivet seams along the spars and stringers. I decided that I can use this picture to map these lines onto my drawing.

I flipped this image from right to left, and stretched it, fitting its wing into the basic trapeze:

It allowed me to recreate the wingtip curve. In such a highly-deformed image the rib lines are bent. They match their “true” positions only on the wing edges. However, we can easily map from this image the spar and stringer lines. All of them continue from the center wing section. Combined with the ribs these lines form a kind of the “reference grid”, which cells allowed me to draw all the remaining details: the circular holes in the flaps, fixed slats openings, etc.

I used similar method to map the tip of the horizontal tailplane as well as its two spars. In the effect I obtained a detailed top view of the SBD Dauntless.

In the next post I will publish the bottom view.

  • Member since
    May 2009
  • From: Poland
Posted by Pawel on Saturday, June 27, 2015 4:17 PM

Dzień dobry, Witold, lots of good info here!

By the way, are you planning to build a Dauntless from scratch? What scale?

Thanks for sharing, good luck with your project and have a nice day

Paweł

All comments and critique welcomed. Thanks for your honest opinions!

www.vietnam.net.pl

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, June 28, 2015 2:19 AM

Witam Smile!

Yes, I will build this model - at this moment I am just preparing the "workshop blueprints" I need to do it. If you are asking about its scale: Well, I practice a new branch of scale modeling which emerged during the previous decade: see my models. In the models built this way you can properly recreate all the details you can see on the reference photos - the only limit is your patience and experience in interpretation of such "raw information". I plan to recreate not only the exterior, but also the interior of the SBD Dauntless: all the ribs, cables, details behind the engine, hydraulic actuators. All control surfaces, flaps, and landing gear will be animated (so you will be able to open and close the flaps, or retract the landing gear). Thus, if you wish, you can assume that this model will be in "1:1 scale", but of course it is just a perfectly scalable thing, like a vector drawing.

I expect that this model will take me a year.  I will share it on a CC license, like my other models. (If you would like to learn more about this new branch of scale modeling - see this book).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 4, 2015 1:12 PM

During previous weeks I was working on the bottom view and other details of the SBD Dauntless. For example — I added a modified side view that reveals the engine and the cowling hidden under the NACA ring:

Because of the formatting issues of this post I had to split the original square drawing into two parts:

(Click here to get these drawings as a single, high-resolution image). As in the case of the top view I draw the outer wing panel without its dihedral.

Detailing of the bottom view resulted in minor updates of the side view:

(See its high-resolution version).

I have already started working on the front view. One of the elements I need for the model are the key cross sections, thus I identified their shapes, and incorporated them into this drawing:

I did not draw the first sections of the NACA cowling here, because they will be visible on the front view. As you can see there are large gaps between sections 2 and 3 and between 8 and 9. Why I did not add these intermediate contours? Because nothing special “happens” between these bulkheads: the resulting shape will be automatically interpolated during modeling.

I sketched the engine and the inner cowling, because I am going to model these parts. Analyzing this area I discovered many differences between the earlier versions (SBD-2, -3, -4) and the later versions (SBD-5, -6) than were not mentioned in any previous publications about the SBD:

  • Different cross section B (in the SBD-1…SBD-4 it had wider, elliptic shape);
  • Different widths of the oil radiator scoop;
  • Yet another carburetor air scoop: you can find in the books that in the SBD-5 it was removed from the NACA cowling and replaced by two intakes located between upper cylinders of the radial engine. However, they did not mention that they were just additional intakes for the filtered air (for the takeoff/landing from provisional ground airstrips). The main air scoop was still at the top of the fuselage, but since SBD-5 it was hidden behind the NACA cowling!

In the next post I will elaborate about these unpublished differences between the SBD versions, showing them on drawings. I will also prepare a simplified front view (for my model I do not need to redraw all the minor details there).

The drawings of this aircraft will be complete soon. I think that I will start building the first part of the model within two weeks.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 11, 2015 4:03 PM

To recapitulate my work on the Dauntless plans, I decided to draw all the external differences between its subsequent Navy versions. Because of the numerous changes that occurred in the SBD-5, I decided to split this description into two posts. This is the part one describing changes from the SBD-1 to the SBD-4. The part two (about the SBD-5 and the SBD-6) will be ready in the next week.

NOTE: All airplanes on the drawings below are equipped with the small tailwheel with solid rubber tire for the carrier operations. However, for ground airfields Douglas provided alternate, pneumatic, two times larger wheel. These tail wheels could be easily replaced in workshops.

Starting from the beginning: here is the SBD-1, the first of the Douglas Dauntless series:

(See the high-resolution SBD-1 left & top view).

US Navy originally ordered 144 SBD-1s in March 1939. The first of these aircraft took off from Douglas airfield in May 1939. However, the Navy was not satisfied with their relatively short combat radius. Probably the outbreak of the war in Europe (September 1939) forced the Navy to accept first 57 SBD-1s “as they were”, assigning them to the Marines squadrons. For the 87 remaining airplanes from the original contract, the Navy requested longer range. To improve Dauntless combat radius, Douglas installed additional fuel tanks in the external wing panels. They also equipped these airplanes with the Sperry autopilots. This new variant was named SBD-2. It was delivered in 1940 to carrier squadrons of the US Navy. Externally, the SBD-2 had lower carburetor air scoop than the SBD-1:

(See the high-resolution SBD-2 left & top view).

The next Dauntless version — the SBD-3 — was originally ordered in 1940 by French Aeronavale. SBD-3 was updated for the identified requirements of contemporary battlefield. It had armor plates protecting pilot and gunner seats, armor glass plate inside the windshield (I did not draw this and other cockpit internal details). Douglas installed also the self-sealing fuel tanks. After June 1940 all 174 ordered aircraft were taken over by the US Navy, which then ordered additional 411 airplanes. The Navy workshops doubled in these machines their rear guns. This modification was adopted by Douglas in the later series of this aircraft. Externally — the boxes containing flotation gear (“balloons”) were removed from the engine compartment:

(See the high-resolution SBD-3 left & top view).

The side slots of the SBD-3 cowling were slightly larger than those in the SBD-1 and SBD-2:

The next version — SBD-4 — received new, 24V electric installation, which allowed for installment of the radar and broader range of other electronic equipment. However, in the 1942 the Navy was short of these devices, and the factory-fresh aircraft did not have any of them. (The Navy workshops installed radars on some SBD-4s later). Externally you can recognize this version by the new Hamilton Standard Hydromatic propeller:

(See the high-resolution SBD-4 left & top view).

The previous SBD versions (-1, -2, -3) used the Hamilton Standard Automatic propeller. As you can see in the drawing below, the blades of these propellers had different shapes:

(See the high-resolution SBD-4 front view, SBD-3 front view).

Below you can see another drawing of the SBD-4, consisting the bottom view as well as the side view without the NACA cowling:

(See the high-resolution SBD-4 bottom view).

Comparing it to similar drawing of the SBD-5 published in the previous post, note the different profile of the internal cowling (the cowling behind the engine cylinders). For this version I had no photo of its upper part! The shape of this element is deduced from the shape of similar part in the SBD-5 and from the size and location of the Stromberg-Bendix injection carburetor, located just behind this cowling.

Next week I will describe the external differences between SBD-4 and SBD-5. It will be the last post about the “general” reference drawings. Then I will report my progress on the first element of this model: the wing.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 18, 2015 2:09 PM

In this last post about scale plans I will write about the modifications introduced in the SBD-5 Dauntless version.

For the reference, I placed below the drawing of the previous version: the SBD-4:

(See the high-resolution SBD-4 left & top view).

In February 1943 Douglas started to produce another Dauntless version: the SBD-5. It used more powerful Wright R-1820-60 engine (performing 1200 HP on takeoff: 20% more than the R-1820-52 used in the SBD-4). The engine was moved a few inches forward, and the whole area in the front of the firewall was redesigned:

The old telescopic sight was replaced by modern reflector sight. The SBD-5 had heated windscreen (because it sometimes misted over in dives). (See the high-resolution SBD-5 left & top view).

The engine in the SBD-5 was moved forward by 4 inches, together with its NACA cowling. The overall shape of the NACA ring was the same as in the previous versions, except the removed carburetor air scoop. (The cross sections A in the figure below are the same in both versions):

The shape of the firewall (section C in the figure above) remains unaltered. However, there is a difference in the width of the gap behind the NACA ring. In the SBD-1 … 4 this gap was relatively narrow, and the cross section of the fuselage below (section b in the figure above) forms a regular ellipse. Thus in the previous versions the upper part of the NACA ring had six flaps that controlled the flow of the cooling air through the engine. In the SBD-5 the fuselage was a little bit “thinner” here, and the bottom part of its cross section (section B in the figure above) had slightly different shape. The larger gap between the NACA cowling and the fuselage increased the constant amount of the incoming air that cooled the engine. It allowed Dauntless designers to reduce the number of cowling flaps from 6 to just 2.

Figure below reveals more differences between the SBD-4 and SBD5 engine cowling:

(See the high-resolution SBD-5 bottom view).

Some of these changes are well known, like the removal of carburetor air scoop from the top of the NACA cowling or the different shape of the side ventilation slots. However, while studying the photos, I have found two minor differences that were not yet mentioned in any source:

  • The oil radiator air scoop was in the SBD-5 was wider than in previous versions (as well as its panel);
  • The bottom seam of the NACA cowling was in the SBD-5 shifted left, while in the previous versions it was running along the symmetry plane;

Finally, I would also like to share with you my findings about the carburetor air intake in the SBD-5. As I mentioned earlier, it disappeared from the cowling, as you can see it on the front views:

(See the larger SBD-5 front view).

But where did they place this air scoop in the SBD-5? Studying the photos and descriptions in the books you can find two air intakes located between engine cylinders (as in the figure below). However, in the original SBD Dauntless maintenance manual I discovered that the central air intake remained — just hidden under the NACA cowling!

The side air scoops were filtered, while the central air scoop was not. I used the Pilot’s Manual to find that there was a switch to flip the carburetor air intake between the filtered and non-filtered air. The filters were auxiliary devices, intended for takeoff and landing on dusty ground airstrips. (You can see similar solutions in contemporary designs from 1943: P-40L and P-51C). In the Pilot’s Manual you can read that you should switch into the non-filtered (i.e. central) air scoop to get the full power from the engine.

I must say that I was used to more streamlined carburetor air ducts. Such a location of the main air scoop is quite strange. It seems that the designers of the SBD-5 concluded that there is enough air behind the single-row radial engine to feed its supercharger. (In an airplane flying 100mph or more the amount of the air passing around the engine is several times larger than during takeoff. Thus such a solution could work if we assume that for the takeoff pilots used the less obscured side air scoops).

I did not prepare drawings of the last Dauntless version — the SBD-6. It had even more powerful engine (R-1820-66, rated 1350 HP on takeoff). Douglass built 450 of these airplanes between April and July 1944. Their radars were fitted in the factory. However, there is no external difference between the SBD-5 and the SBD-6!

In the next post I will report my progress in building the first part of this airplane — the wing.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 25, 2015 2:20 PM

I started building this model by setting up the initial scene in Blender:

 

Although Blender allows for arranging the reference drawings on the three perpendicular planes like in the 3D Max, I prefer the alternate way: the Background images feature. Using them, I can assign appropriate image to the corresponding view, and simultaneously use all the six views (bottom, top, left, right, front, rear). They appear just when I set appropriate projection.

This is also the moment to determine the “scale” of this model. Because on the SBD drawings that I have all the dimensions are in inches, I decided to assume that 1 unit in this Blender scene = 1 inch on the real airplane. However, I have no experience with the Blender Units setting, so I left them set to None. If you want to check details of this setup, here is the original *.blend file.

I started modeling the wing by forming the contour of its root rib. (For this purpose I draw the shape NACA2415 airfoil on the reference drawing). I smooth most of the model meshes with Subdivision Surface modifier (it uses the classic Catmull-Clark scheme). The shape of a single edge loop smoothed by this scheme is a piecewise Bezier curve (or, if you wish, a NURBS curve – this is just an alternate math representation). The edge vertices are its control points, so I can easily shape this contour. You can see the result in teh figure below. (In this image you can see that the vertices lie on the rib contour, because the mesh drawing mode there was switched to draw the resulting surface):

The theoretical shape of the NACA-2415 airfoil has a thin, sharp trailing edge. However, in the real airplane it was rounded because of the technological reasons. I tried to determine its radius from the photos. As you can see in the enlarged fragment of the picture above, it forms a small wedge with rounded corner. It is shaped using five vertices. (Their number corresponds the number of the leading edge vertices — I will explain the reason further in this text). The Dauntless inherited many solutions from its Northrop Delta lineage. For example — its wing spars are not perpendicular to the wing airfoil chord. Instead, they are perpendicular to the fuselage centerline. (In the SBD, like in the earlier Northrop designs, the center wing panel and the fuselage form a single unit.  I suppose that it was easier to put together the wing spars and fuselage bulkheads when they shared the same technological bases).

To provide as many “technological bases” for my model as possible, the X axis of the wing object is parallel to the wing chord. I can set it “in the Northrop way” by setting the object incidence angle to 2.5⁰. In this position I can work with the wing mesh, moving vertices along the global coordinate axes (i.e. the axes of the fuselage), and then switch to the local wing object axes when needed.

In the next step I formed the basic wing trapeze. I did it by extruding the wing root edge, and shrinking the airfoil located at the wing ti:

Now you can see why I draw this wing section on the plans without dihedral. This drawing would be useless if it depicted the wing “properly”! From the reference images and descriptions it seems that the wing tip had the NACA-2409 airfoil. In the first approximation I scaled down the rib of the tip, fitting it to the reference drawing. (To fit this mesh to the front view I temporarily rotated the wing by its dihedral angle — 10⁰ 8’ — as in the picture below). However, although scaling down the original NACA-2415 coordinates produces the NACA-2409, it does not work precisely for the airfoil shape recreated with the Bezier curves. To fix these small differences I prepared an auxiliary “guide” rib of the NACA-2409 airfoil and placed it in the tip. (see the picture above). Then I modified the wing tip airfoil, fitting the wing surface to the contour of this guide rib (you can see on the picture that it minimally protrudes from the wing – as a very thin line).

Then I rotated the root airfoil, adjusting it to the wing dihedral:

In the SBD Dauntless all the wing ribs were perpendicular to the wing chord plane, except the root rib of the outer panel. To easily insert properly oriented ribs in the middle of this wing, I inserted another rib after the skewed wing root rib. It is perpendicular to the chord plane. I marked this rib edge as “sharp” (by increasing its Crease weight to 100% —you can recognize it on the picture by different edge color). In this way I ensured that the skewed root rib has no influence on the new edges I will add in the middle of this mesh.

In the Catmull-Clark subdivision surfaces, you can use the Crease weights to obtain a local sharp edge or to separate a mesh fragment from the influence of the outer mesh vertices. I learned this method from a Pixar paper, presented on SIGGRAPH 2000 by Tony DeRose. (Before I started my first model, I studied the subdivision surfaces math, to know better properties of the basic “material” used in the digital modeling).

I had an occasion to learn that it works as expected in the next step: forming of the rounded wing tip. First I inserted into the tip area a few new ribs (using the Loop Cut command). Then I started bending their trailing and leading edges, to finally join them into an arch:

As you can see in this picture, I also removed some of the internal mesh faces. I did it because I had to alter the topology of this area. (It is easier for me to determine the new faces when the old ones are removed).

Note that it was a good idea to have the same number of vertices on the trailing and leading edge. Now I can easily join them at the wing tip.

Figure below shows the resulting surface:

Note that the wing tip edge lies on the wing chord plane. As we can see from the reference drawing, in the real airplane the wing tips were slightly bent upward. We can easily obtain such an effect by moving upward (and slightly rotating) last vertices of the tip:

In the figure below you can see the control (i.e. not subdivided) mesh of this wing:

Note that I tried to align as many “longitudinal” mesh edges as possible to the stringers and spars visible on the reference drawing. This will be extremely useful when I draw skin details on the wing surface unwrapped in the UV space (for texturing).

In this source *.blend file you can check any detail of the mesh presented in this post. The next post will describe further steps of the wing modeling: separation of the aileron and forming of its bay in the wing.

This blog provides just an overall picture of the process. If you want to learn more about Blender, digital aircraft modeling and subdivision surfaces, see this guide: “Virtual Airplane” (vol. II).

  • Member since
    June 2013
Posted by bvallot on Sunday, July 26, 2015 11:00 AM

Jaworski, this is incredible!  And incredible timing as well.  I've just begun working on a Dauntless myself and I've been pooling together sources to up the detail in my build.  What a wealth of knowledge right here. =]  One thing I haven't found with any ease are pictures of the -3 engine and the parts within the mounts.  Would you have any references on that or know where to find them?

I'm really enjoying this thread.  I'll be watching.  =D

On the bench:  

Tamiya F4U-1  Kenneth Walsh

 

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, July 26, 2015 2:51 PM

You are welcome! :)

I can see no special differences in the R-1820 engine between subsequent SBD versions. Here are:

R-1820 engine manual (contains photos and drawings):

Some photos of the Bendix-Stromberg carburetor (not covered by the R-1820 manual)
Hamilton Standard Propeller governor details (not covered by the R-1820 manual):



So far I have not found too many pictures of the elements inside engine mounts of the SBD-3:

The details from the later version (SBD-5) can be also useful: the SBD-3 was simpler: if you remove the filtered carburetor air ducts it will be still usable:

Let me know if you will find more photos of this area...

  • Member since
    June 2013
Posted by bvallot on Monday, July 27, 2015 12:09 AM

This will definitely be of some help.  Many thanks! =]

On the bench:  

Tamiya F4U-1  Kenneth Walsh

 

  • Member since
    April 2015
Posted by Mark Lookabaugh on Friday, July 31, 2015 10:00 PM

I hate to break up the continuity of this thread... but I just can't help myself.  

I am in awe of your attention to detail.  You are amazing.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, August 1, 2015 2:23 PM

Mark, thank you very much!

(Do not worry about the thread continuity - your feedback is as important as my posts that report the progress of the work Smile)

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, August 1, 2015 2:32 PM

In the previous post I have formed the general shape of the Dauntless wing. Now I will work on its trailing edge, separating the aileron and flaps. They were attached to the internal wing reinforcements. These reinforcements were distributed in parallel to the trailing edge:

In the first step I will split the wing mesh along this line. However, before I do this, let me mention a certain geometrical effect which can be surprising for many modelers. (Frankly speaking: it was also surprising for me — I knew that such an effect exists, but I thought that its results can be neglected for this wing area).

When you place on the wing a plane shaped like the "cutting line" shown on the picture above (see below, left), you will discover that the resulting intersection edge on the wing surface forms a curved contour (see below, right):

The curve on the wing tip is not a surprise, but why the intersection of the flat plane and the wing trapeze (i.e. the line between point 1 and 2) is also curved? The answer is: because this wing is like a section of an elliptic cone. The only straight line on the cone surface connects its base and apex. Any other direction (like our cutting plane) produces a curve. When the curvature of the wing airfoil on this area is low, the deviation from the straight line can be neglected. However, in this wing it produces a 0.23” deviation at the aileron root rib. You had to adapt contours of the spars and stringers used there.

Obtaining such a gently curved shape on a relatively long element is difficult from the technological point of view (i.e. costly). It can be applied if the high performance is on the stake (as in the Spitfire case). However, even the Spitfire designers had to make a compromise with the workshop and made the bottom of their wing flat. (In this way they provided a technological base).

What could do a pragmatic Northrop (then Douglas) designer in such a case? I have no direct photographic proof, but it seems that they approximated this shape with two straight segments. They are split at the aileron root section:

In the next post I will show you that in this wing each of these two segments was made in a different way. The flaps were attached to a reinforced vertical wall (a kind of a partial spar), while in the front of the aileron there was a lighter structure matching the shape of the aileron leading edge.

After these deliberations we can cut off the trailing edge from the win:

(I did it in two steps. In the first step I created a new edge along the intended split line, using the Knife tool. In the next step I separated the rear part of this mesh into a new object).

We will deal with the red elements in the next post. In this post let’s recreate wing details along the flaps and aileron bay:

The ultimate edges of aileron bay are located a little bit further than the “reinforcement line”. I extruded them from the original mesh.

When a part of the original control mesh is removed, the shape of the resulting object can have small deviations from the original shape of the complete wing. Thus before I separated the trailing edge I copied the complete wing into an auxiliary, “reference” object. Now I am using it to ensure that all these newly extruded vertices lie on the appropriate height:

On the picture above you can see solid red areas around the modified vertex. This is the result of the approximation of the curve section (the flap hinges have to be straight lines).

To determine exact shape of the aileron bay edges I placed an auxiliary “stick” along the aileron axis, as well as some circles around it. The radii of these circles match the shape of the aileron leading edge (+ the width of the eventual gap — see picture below, bottom left). Then I set the view perpendicularly to this aileron axis object, and used auxiliary circles to determine the shape of the aileron bay edge:

Finally I closed the aileron bay with a curved wall that matches the shape of aileron leading edge:

In this source *.blend file you can check all details of the mesh presented in this post. The next post will report further progress on the wing trailing edge details (I will form and fit the aileron).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, August 8, 2015 12:08 PM

In the previous post I have modeled the aileron bay in the SBD Dauntless wing. However, it was one of the cases when I followed my intuition and the mathematical precision of the computer models instead checking how this detail looks in the real airplane. So let’s do it now. I have reviewed many photos. The figure below shows the one which is the most useful (made by my friend in 2014 in one of the air museums):

We can see here that the flaps are attached (via a very long hinge) to a reinforced structure which resembles a spar. It ends at the first aileron hinge. On the other hand, the aileron is mounted on three “point” hinges which protrude from the ribs. Thus the curved sheet metal that closes the aileron bay has much lighter structure, because it is merely a cover. It is riveted to the ribs and other wing skin panels. The “sharp corner” at the upper edge of the aileron bay is obtained by a fragment of the upper wing skin that overlaps (by about half of inch) the bent, rounded edge of the internal wall.

I recreated in my mesh the auxiliary spar along the flaps and the fragment of the wing skin that overlaps the upper edge of the aileron bay:

I will model the bent upper edge of the internal wall later, during the detailing phase. The lightening holes in the spar will not be modeled. For such less important openings I will use transparency textures.

At the beginning of the previous post I cut off the wing trailing edge. Now I split it into two objects: the aileron and the flaps. Then I started to work on adapting the aileron mesh. First I simplified its topology: I slid its upper longitudinal edge forward, where the curved leading edge begins (Figure a), below). I do not need its bottom counterpart, so it will disappear. In the effect the aileron cross section resembles a triangle, as in the real airplane. (Such simplifications of the theoretical trailing edge geometry were common in this aircraft generation).

 '

To form the curved shape of the aileron leading edge I extruded vertically from its bottom edge two face rows (Figure b), above). Then I closed the remaining gap with another row of faces.

After small adjustments of their vertices at the wing tip I obtained the rounded shape of the aileron leading edge:

Then I did some further adjustments, checking if the gap between the aileron and the wing is wide enough (0.2”) for the whole aileron rotation range (from -10⁰ to +17⁰). You can see the result in the figure below:

However, comparing this result with the photos, I discovered that I fitted it too tightly! What’s more, I also noticed differences in the shapes of the aileron tip and its bay between various restored aircraft:

The outer wing panels were the same in all the SBD versions (at least their external details — see this post) — so I cannot explain these differences as the differences between various aircraft versions. Well, it seems that one of these restored aircraft was modified afterward. But which one?

Restored aircrafts are great resource of information for all modelers. However, some of them contain various modifications. Most of such differences you can find in the airplanes restored before 1990. Since that time the average level of restorations has significantly improved.

To determine which case is wrong, you have to look at the archival photos:

In the picture of a factory-fresh SBD-1 you can see that the tip of the aileron was curved. Nevertheless, I had to widen the gap between the aileron and the wing tip, reproducing the case I can see on the archival photo:

In this source *.blend file you can check all details of the model presented in this post.

In the next post I will recreate the flaps.

  • Member since
    June 2014
Posted by Witold Jaworski on Thursday, August 13, 2015 1:45 PM

Summer break: I am leaving on vacation (away from the computer for two weeks). I will describe further progress of my work on the SBD Daunless on August 29th.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, August 29, 2015 1:44 PM

Perforated split wing flaps were the hallmark of the SBD Dauntless. Their inner side was reinforced by the “grid” made of stringers and ribs. Because these flaps were often wide open — during landing or in dives — I have to recreate their internal structure. In this and the next post I will describe how I did it.

All the SBD flaps had fixed chord (they were made from perforated sheet metal of rhomboidal shape). After studying many photos I assume that all their ribs have the same size and shape — also the parts attached to the trapezoidal, outer wing section. It seems that Douglas factories built all five flaps of the SBD in the same way, using unified components. The flaps for the external wing panels had to be twisted a little during riveting — most probably on appropriate mounting pads. The trailing edge of the upper flap is the trailing edge of the whole wing. It was a thin wedge, profiled from a sheet metal and riveted to the flap skin:

(Similar wedge is riveted to the upper skin of the center wing — see the picture above). The chordwise contour of these flaps looks flat on the photos. In fact there is only a small difference (less than 0.2 inches) between the theoretical contours of the wing airfoil and a straight line on the area around the trailing edge. I think that for the designers such a technological simplification was not a big deal — they had already made a more serious modification by perforating the flaps.

I started building the SBD flaps by creating their upper and lower planes. (I created them by simplification of the mesh fragment that I previously cut off from the wing). I used the Solidify modifier to give them thickness of a sheet metal. (I used this modifier for all parts which I will create in this post). Then I added the wedge (another object) along their trailing edge:

I started this wedge as a single contour, which I extruded along the whole span of the flap. Because of the trapezoidal shape of this wing, I had to twist a little the outer end of this wedge, fitting it better to the upper flap. Then I shortened the trailing edge of the bottom flap, fitting it into the wedge when it is closed.

When it was done, I added the main “spar” of the flap (in fact it was a U-shaped stringer). I did it in the same way as I created the trailing edge: shaping the profile, then extruding it lengthwise:

Once extruded, I had to rotate this object and twist its end, lying its outer edges on the inner surface of the flap skin. To facilitate this process I assigned this object a contrast, red color.

While fitting this spar, I discovered that the twisted, four-vertex face of the flap skin has small elevation along its diagonal (as in picture above). It is not something “real” — just an effect of the internal decomposition of all quads into triangles made by Blender.

To eliminate this artificial effect I had to divide this sigle, large face into several smaller pieces:

It minimized the influence of Blender internal “triangulation” and allowed me to properly fit the stringer to the flap. As you can see in the picture above, the end profile of this spar is twisted, following the twist of the flap skin.

After the first stringer I created in a similar way two other reinforcements on the flap edges:

As you can see, I used two clones of the rib contour. (I needed them to determine slopes of the front and rear reinforcements in the side view — as in picture above).

When the flap lengthwise reinforcements are in place, I can add the ribs:

All the internal ribs are clones of a single mesh. The external ribs have the same contour, but each of them has its own mesh (because they do not have the cutout for the central spar, as the internal ribs). These flap ribs have quite complex shape, but I managed to keep their mesh quite simple. It was possible, because a part of this complexity (the sheet metal thickness, rounded edges) is created by the Solidify and Bevel modifiers.

When the ribs were in place, I added the last stringer. It was a “L”-shaped beam:


Modeling internal structures of the flap forced me to carefully measure anew all of its details, especially the width and location of its spars. In the effect you can see that my wing drawings are not as precise as you could expect:

In this source *.blend file you can check all details of the model presented in this post. In the next post I will continue my work — this time on the upper flap.

 

 

  • Member since
    March 2012
  • From: Corpus Christi, Tx
Posted by mustang1989 on Monday, August 31, 2015 8:28 PM

Man....this aint model building. This is freekin' engineering!!! Nice job!! And that's putting it mildly bud!

                   

 Forum | Modelers Social Club Forum (proboards.com) 

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 5, 2015 2:24 PM

Thank you!

I simply cannot resist temptation to recreate most of the details I can see on the photos! For the first time you can have a "material" which allows you to recreate all these sheet metal elements as thick as they were in the reality... In this work your patience is the only limit :).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 5, 2015 2:29 PM

In this post I will create internal structure of the upper split flap. Structures of both flaps are similar, thus I started this job by copying stringers from the bottom flap, finished in the previous post:

Every copied stringer is a duplicate of its counterpart from the bottom flap (I just used the negative scale: -1). I had to rotate these objects, placing them on the internal side of the upper flap skin. I copied the internal ribs in the same way (see picture below). (All of them are clones, which use the same mesh):

As you can see in the side view (see in the picture above, upper left), there is just a small vertical distance between the last ribs of the upper and lower flap (i.e. at the aileron). This is the thinnest place of this structure.

At the trailing edge of the upper flap there is the profiled wedge (I described it in the previous post). The upper flap is little bit wider (it has longer chord length than the bottom flap). Because of this the ribs of the unified size used in these flaps are too short to reach the closing wedge (see picture above).

We can observe this effect on the photos. To make these ribs longer, designers added at their ends small “U”-shaped profiles (see picture below):

I recreated these elements in my model (see in the picture above, right).

The upper flap has a cutout in its inner edge. Thus there is “one and half” of the external rib here:

I recreated this structure in my model and modified the mesh of the upper skin:

These flaps were attached to the wing by two long hinges. I recreated them as two very long cylinders and placed between the flaps and the wing:

Now, when I rotate the hinge along its local Z axis, the whole flap rotates, like in the real aircraft:

This is a preparation for the future animation of this movement (during the detailing phase).

In this and the previous post I built the split flaps and their basic skeleton. I recreated these ribs and stringers because they are visible when the flaps are extended. The additional benefit of this work was the verification of my reference drawings. (Now I know that I have to shift a little the perforation and rivet seams on both flaps. I will do it when I prepare their textures). However, on this stage it is too early to finish all remaining details of these flaps. It still may happen that I will discover something which will force me to modify the geometry of this wing and its flaps. Thus in the picture below I marked what I prefer to postpone until the detailing phase:

As you can see in this picture, I will create the openings in the flap skin later. At this moment I am going to recreate them using the same technique as for the lightening holes: textures (the bump map and transparency map). However, if this idea fails, I will model these openings in the flap skin mesh. (This method requires much more time than the textures).

In addition to these openings I will also recreate all the minor details of the flap structure. For example — I will split the “L”-shaped auxiliary stringer between the ribs. I have also to split the flap forward reinforcements into separate segments.

The complex system of the flap actuators will be also a challenge for the detailing phase (however, I already analyzed how it works).

In this source *.blend file you can check all details of the model presented in this post. In the next post I will create the fixed slats and finish this outer wing panel for this “general modeling” stage of work. Of course, I will work on it again later, during texturing and detailing.

In the next post I will add fixed slats, completing this outer wing section.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 12, 2015 12:34 PM

In one of the previous posts I showed the details of the aileron bay. Now I separated the corresponding wing mesh fragment into a new object. I bent its upper edge like it was depicted on the photo:


On some photos I could see that this wall was built of two pieces of sheet metal. Their seam was located below the aileron pushrod.

The reason for such split became obvious after the comment I received from one of the readers (thank you, Brian!). It happened that a few weeks ago he visited the Yanks Air Museum in Chino, and had an occasion to examine wings of their SBD-4. He reported that while the bottom edge of the aileron bay is a straight line, the upper edge has a break at the pushrod. The difference from the straight line at this point is about 0.1-0.2 inches. Checking this tip, I examined photos of this particular SBD-4, then I verified photos of the other SBD version:


This nuance of the aileron edge is hardly visible in a perspective view. It explains why I missed it studying the photos!

Finally I recreated this detail in my model:


(Doing it, I had to modify shapes of three objects: the wing, the rear wall of the aileron bay, and the aileron).

I could not resist the temptation to recreate the rounded corner of the wing skin at the aileron root:


Frankly speaking, I should model such a thing during the detailing phase. I allowed myself to use some n-gons (faces that have more than 4 vertices) here, because this surface is flat so these n-gons will not deform the smoothed result.

However, looking on the photo above I noticed that the aileron bay edge seems to lie on the same line as one of the rivet seams on the flap. (The seam that runs along the rear edge of the hinge reinforcements). So it was on the reference drawing. However, do you remember that I had to modify these flap reinforcements, shifting them forward (in this post)? So now I know that this rivet seam is in another place on this flap, different from the place where you can see it on my drawing. Now I have to update accordingly the location of the aileron edge!

To preserve its vertical shape, I did it by two rotations: first I rotated it along Z axis:


Then I had to make a small rotation along Y axis (along the same pivot point), elevating these faces back onto the wing surface.

The updated layout of the flap ribs and struts means that I will have to move forward not only the rivet seams, but also the rows of the circular openings placed on the flaps (I mentioned it in one of the previous posts). What’s interesting, the auxiliary “L”-shaped stringers on the upper and lower flap have different chordwise locations. In the result, the last row of the holes in the upper flap does not match its counterpart on the bottom flap (see picture above).

The last detail I will recreate during this stage of work is the fixed slat. It requires six openings in the wing skin: three on the upper surface and three on the bottom surface. I did not modify the wing mesh for this purpose, because additional edges around these openings would seriously complicate its topology. I decided to create them in another way: it may happen that ultimately I will make these holes using transparency textures, but for now I will do it using the Boolean modifier. First I prepared an auxiliary object — the “cutting tool”


I set the wing as its parent, and placed on a hidden layer. Then I used a Boolean modifier to dynamically cut out these openings in the wing:


Note that I placed the Boolean modifier after the Subdivision Surface modifier, to cut these holes in the resulting, smooth wing surface. As an additional bonus, this modifier also creates their internal walls (they come from the auxiliary object).

Although the “rib” walls obtained in this way are OK, I decided to create the front and rear walls of this slat as a separate object. Why? Because it is easier to modify its shape when it is not split into three “boxes”, as the “cutting tool” object is:


I will join all these internal faces of the slats during the detailing phase. Currently I am leaving them in the current state, just in case I will have to modify the wingtip geometry.

This was the last element of the outer wing panel I wanted to create during the “general modeling” phase. I will recreate all of remaining parts (landing light, approaching light, Pitot tube, aileron axis arms, etc.) later, during the detailing phase.

In this source *.blend file you can check all details of the wing presented in this post.

Note: When you open this file, the Boolean modifier may not work properly. The slats will appear when you enter the Edit mode of the wing object, then switch back to the Object mode (i.e. select the wing panel and press twice the [Tab] key). It seems to be a minor bug in Blender: it happens when the object having the Boolean modifier is simultaneously the parent of the “cutting tool”. (More on various modeling issues you can find in Vol. II and Vol. IV of the "Virtual Airplane" guide).

In the next post I will start working on the centerwing. It will be occasion to find another parent for the “cutting tool” object, resolving the issue of disappearing slats.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 19, 2015 2:05 PM

On the first glance the SBD center wing section seems to be a simple rectangular (i.e. constant chord) wing, with modified leading edge:

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However, the landing gear openings visible on the photo can be difficult to recreate in a mesh smoothed by the subdivision surface modifier.

Additional photos from one of the SBD restorations made by Vulture Aviation in 2012-2013 reveal that the fuselage was mounted on the top of the wing (see the a) picture below):

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A part of the upper wing surface was simultaneously the cockpit floor. Note the rectangular cutout in the middle of the leading edge. The SBD had a small window on the bottom of the fuselage, in the space between the two root ribs.

On the photo of the bottom of this wing (as in the b) picture, above) you can see that these root ribs had a modified airfoil shape: it bottom contour has a straight edge from the leading edge to the main spar.

I started to form the center wing section by preparing the single curve of its external rib. (I copied it from the root rib of the wing reference object, which I used during modeling of the outer wing panel):

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I think that creation of these large landing gear bays (as the first picture in this post) will require a lot of modification in the wing mesh. Thus I decided to separate the mesh fragment that contains these openings (from the leading edge to the main spar) into a separate object. (It is always easier to modify topology of such a medium-size mesh part, than the whole wing). To ensure a smooth, invisible seam between this forward and the rear part of the wing, I had to accordingly prepare the control polygon of the initial airfoil. I added an additional point on each side of the vertices located above and below the spar line:

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What’s important, such three points have to be collinear. The resulting subdivision surface “touches” the middle point of such a fragment of the control polygon, and it is tangent in this point to these two adjacent control polygon segments. (This is just one of the mathematical properties of the Catmull-Clark subdivision surfaces, which are implemented in Blender).

However, these four new control points altered the shape of the airfoil curve. Now I have to fit this shape to the original NACA-2415 airfoil of the outer wing panel:
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Fortunately, the Catmull-Clark curves/surfaces have another property similar to the NURBS: so-called local change. Their formula ensures that influence of a single control point does not exceeds two subsequent segments of the control polygon (two segments in both directions — see picture above, right). It is easier to focus on the modified mesh fragment, when you know this rule.

Once the initial rib shape fits the outer panel, I can extrude it forming the center wing section:

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To shape the leading edge I had to stretch a little bit the forward part of this mesh. As you can see (in the picture above), I placed this new edge loop in the place of the wing root rib.

However, comparing the resulting object with the photos I discovered that the leading edge of the center wing section should have constant radius (at least approximately):

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In this way I have found another error in my reference drawing: the wrong shape of the root airfoil:

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The tangent direction at the wing spar differs from the direction estimated on the drawing, thus the bottom, straight segment of the root airfoil has a slightly different slope. The leading edge is much thicker than I draw on these plans.

Adapting the well-known von Moltke’s sentence: “no plan survives contact with the enemy” to this situation, we can say that “no scale plans survive contact with their 3D model”. :)

I created a first approximation of the main wheel (it lacks the details) to check if it fits into the space between the leading edge and the main spar:

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When I was sure that the shape of the wing is OK, I separated the forward part of this mesh (by splitting it along the main spar). As you can see (in picture above, right) these two parts join in a seamless way. It was quite simple to prepare such an effect in the initial curve by adding additional control points (as I described in the beginning of this post). It would be much more difficult to introduce similar modifications into the extruded mesh.

If you want to learn more about properties of the Catmull-Clark subdivision surfaces, as well as the details of the modeling workflow, see Vol. II of the “Virtual Airplane” guide.

In this source *.blend file you can check all details of the wing presented in this post.

In the next post I will create the opening for the landing gear.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 26, 2015 1:43 PM

In this post I will cut out the opening of the landing gear bay in the wing. In the SBD Dauntless its shape consists a rectangle and a circle:

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However, when you look closer, you will notice that the contour of the main wheel bay is not perfectly circular. There is a small deformation of its shape on the leading edge (see picture above). I think that it looks in this way because of the technological reasons. Another feature of this opening is the fragment “cut out” in the bottom part of the fuselage, below the wing. (We will make it when we will form the fuselage).

I started by applying all the information that was confirmed by the general arrangement drawing and various technical descriptions: the main wheel used 30”x7” tire. Its center was placed 18.5” from the firewall (measured along the global Y axis):

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The X coordinate of the wheel center can be determined by the location of the root rib (10”) + small gap + tire radius (30”/2) ≈ 26”.

Then I tried to put around the main wheel a test contour of the opening in the wing:

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Initially I thought that I will recreate this opening by embedding a subdivided octagonal hole in the wing mesh, as I did in my P-40 model (see Vol. II of the “Virtual Airplane” guide).

A subdivision curve based on an octagon produces nearly perfect circle. It does not matter if vertices of this octagon lie on different depths — as long as they form an octagon in the vertical view, the curve based on such a control polygon looks like a circle in the vertical view. (The mathematicians call this property “projective invariance”, it also applies to the NURBS curves). When you know it, it is much easier to model various mechanical shapes.


However, when I created an appropriate octagon around the wheel, I discovered that one of its vertices lies outside the wing mesh (see figure a), above). You cannot compose such a contour into the wing. Therefore I decided to create this opening using another Boolean modifier, as I did in the case of the fixed slats (described in one of the previous posts). I prepared the basic contour of the “cutting tool” — a smooth circle based on a 16-vertex polygon (as in figure b), above).

The fragment of the main wheel opening that “touches” the wing leading edge seems to be flatten a little (see the first picture in this post). To obtain such an effect I rotated the “cutting tool” object (the ring) by a few degrees so its Y axis was perpendicular to the leading edge. Then I shifted a little the single edge of this ring along the Y axis, fitting it into the wing:

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By small movement of these two vertices I was able to precisely recreate the shape of this opening visible on the photos:

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If I do not want to get the inner part of the “cutting ring” inside the resulting opening, I have to assign to this wing mesh a sheet metal thickness (using the Solidify modifier – as in picture below):

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Because the forward and rear part of the wing are separated, I can use this Solidify modifier only in the front part. In this way I do not increase the polygon count of this model with unnecessary faces.

As you can see in the picture above, I also created a second “cutting object” — a box. I will use it to recreate the rectangular opening around the landing gear leg. Both of these tool objects are located on a single layer (9) which will be hidden during rendering. Their parent is the rear part of the center wing section (to avoid dependency conflict with the front part of the wing).

Finally I assigned both of these “cutting” objects to the Boolean (Difference) modifiers of the wing skin (The same method as used for the fixed slats). You can see the result in picture below:

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It would be quite difficult to recreate such an opening by altering the control mesh of the wing skin. It also would make its shape more complex, and difficult to unwrap in the UV space (for the textures).

The openings created by Boolean modifiers have another advantage: it is very easy to modify their contours. I had to do this just after I created these holes. I discovered that I made minor error in the reference drawing: the landing gear leg opening should lie a little bit back. (Its centerline should pass through the landing gear wheel center

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All what I had to do was to shift back the auxiliary box object, which creates this opening. So easy!

On the other hand, I observed small shadows caused by triangular faces created by the Boolean modifiers along edges of this opening. It was impossible to remove them in the typical way — using the Auto Smooth option or the Edge Split modifier. The only solution was to increase (from 2 to 4) the level of the Subdivision Surface modifier assigned to the wing surface object. It increased 16 times the number of resulting smooth faces created from this mesh. Fortunately, I split the wing into two parts, so I could set keep such a dense mesh only around the area where it is needed.

In this source *.blend file you can check all details of the wing presented in this post.

In the next post I will create main spars and ribs, visible inside this opening.

  • Member since
    November 2009
Posted by artworks2 on Saturday, September 26, 2015 8:13 PM

AI aircraft are the top of the modeling world. as you can fly them forever. Wish There was a FS for Win10..... intresting insight Jaworski!!!!

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, September 28, 2015 11:22 AM

Thank you!

Last time I played FS Combat Simulator on an old Windows XP in 2005 Big Smile. Frankly speaking, such a computer model like mine lives as long as there is a program that you can use to handle its format.

On the other hand, I can see many advantages of this new branch of scale modeling: you can recreate any model you want, in any painting scheme you want! You can always modify them when you find a better reference materials. The only limit of detailing is your own patience...

The only thing I am missing in these digital models is that I cannot touch them. However, it can be possible using a 3D printer! I suppose, that it is possible to "print" the details you are missing in your plastic kit... Or to publish a file that contains all parts of a completely new model kit, "ready to glue" - you would print such a kit on a 3D printer. (It would create a similar situation to the paper models, where authors share some of their models as images that you can print for yourself). A lot of new, interesting  possibilities!

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 3, 2015 12:55 PM

Inside the Dauntless landing gear bay (which I cut out in the previous post) you can see fragment of the wing internal structure. Because I plan to create this model with retractable landing gear, I have to recreate these details. During this “general modeling” phase I will create here just the few key ribs and spars. I will show it in this post. The remaining details have to wait for the detailing phase.

Examining the photos I identified two auxiliary spars and three ribs as the key elements of this structure:

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The spar is relatively simple to recreate. Initially I created a rectangle. Then I split it into six faces. Then I removed one of these faces, creating the space for the wheel bay:

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Then I added flanges, rounded corners, and the sheet metal thickness, to give this spar a more realistic look, as you can see in picture "a", below:

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However, when you examine this object, you will discover that the mesh of this spar is very simple (as you can see in picture "b", above). I obtained all these effects using a Solidify and two Bevel modifiers. It even did not require any special smoothing (I did not use the Subdivision Surface modifier here).

In the same way I created the second spar:

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While working on these spars I also decided to recreate the wing skin that covered the gap between the main spar and Spar 1:

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It would be possible to shape such a hole by altering the wing mesh. However, if I already used the Boolean modifier in this object to cut the opening for the landing gear, it was much simpler to extend it for this purpose. Thus I extruded the whole leading edge section, up to the centerline. Then I cut out a part of this newly created surface using the modified “cutting tool” object that I used to form the landing gear bay (as you can see in the picture above).

The mesh of the wing skin already contains a “rib” edge loop in place of the root rib (see picture "a", below). Thus it was easy to duplicate this edge into a new object, and extrude it by an inch into a flange. I offset this flange by a metal sheet thickness, placing it below the wing skin. (I did it by applying a temporary Solidify modifier — in Blender it produces better results than the Offset command). Finally I created faces between the vertices of the upper and lower rib edges (as in picture "b", below):

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As in the spar, the rib object uses a Solidify modifier to recreate the sheet metal thickness and a Bevel modifier to round flange edge. It also uses Subdivision Surface modifier to fit it tightly into the wing.

A new rib that fits a trapezoidal wing segment requires somewhat more work. To create it, I prepared auxiliary “cutting tool”: two parallel planes (as in picture "a", below):

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I used this helpful Intersection Blender add on (I created it for similar purposes) to find the intersection of these two planes and the wing mesh. I separated the result of this operation — two edge loops (see picture "b", above) into new object. Then I continued as in the case of the previous rib: created the flange (see picture "a", below) and offset it from the wing skin. In this case I had to modify the bottom part of the rib, creating space for the wheel bay. Finally I created the vertical walls (see picture "b", below):

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In similar way I created another rib. You can see the result in the picture below:

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At this moment I am not recreating in this structure the lightening holes — I will obtain this effect using bump and transparency textures.

I mentioned the “textured holes” many times in the previous posts. However, I will apply it much later, during the texturing phase. Thus, if you want to find more about this particular method, you can find its detailed description in Vol III of the “Virtual Aircraft” guide. (It is an introduction to materials and textures).

In this source *.blend file you can check all details of the wing presented in this post.

In the next post I will create the remaining elements of the wing.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 10, 2015 12:47 PM

In this post I will finish the “general modeling” phase of the wing, recreating the last missing elements. Of course, the result presented in this section is not the “final product”. It is just detailed enough for the next phase — applying textures and materials. (I will do it when I form the whole model). After applying the textures I will come back to this wing during the detailing phase, and recreate all its small details (like various small openings, aileron hinges, running lights, landing light, etc.).

Finishing the wheel bay, I decided to add the rounded flange around its edges:

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I just did it because I do not like to see a non-realistic, “suspended in the air” edge of an opening. A part of this flange has to fit into the bottom of the fuselage. At this moment I left on that flange an “informal”, elevated fragment. I will fit it to the fuselage when it will be ready.

There is another detail which is too subtle to be found on any scale plans. It is the shape of the landing gear leg bay, speaking more precisely —of its front edge:

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In the top view the front edge of this opening is a straight line, perpendicular to the aircraft centerline. Such an edge goes across several theoretical straight lines that you could draw on the bottom wing surface (see picture "a", above). This means that in the front view this edge forms a gentle curve.

Initially I did not know if the Dauntless designers reproduced such a geometrically correct, but technologically more difficult shape. (Such a curved shape is more expensive because it requires additional formers for the wing skin panels and landing gear cover). I could imagine the situation when they decide to simplify this edge to a straight line. Fortunately, I have many high-resolution pictures of various restored SBDs. Photos of the landing gear confirm that this edge was curved (see picture "b", above).

Another element I added was the solid rib that closes the center wing section. It is a standard Northrop solution for joining multicellular stressed-skin wing, designed in 1930 for their Alpha aircraft. Both wings were joined by multiple bolts evenly distributed around the airfoil circumference. The forces from the bolts were transferred to the wing skin via “L”-shaped flanges. You need to place a stiff rib between such flanges, because otherwise the whole structure would collapse. That’s why the rib closing the wing section is a solid, thick aluminum plate:

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I am not sure if I estimated properly the thickness of this rib. Anyway, I did it using a Solidify modifier, so it will be easy to alter this setting later. Because of this unusual thickness I am not sure if I will recreate the openings in this element (you can see them on the photo) using textures. The alternative method is to modify this mesh (it should be not very complicated, because it is a flat plate). During the detailing phase I will also recreate the vertical reinforcements visible on the photo.

I started the bottom flap of the center wing section by preparing the auxiliary spar running along the flap hinges:

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As you can see, I also created the symmetric, right side of this wing section, using a Mirror modifier.

The flap is created in the same way as the flaps of the outer wing panel. I separated the bottom part of the wing trailing edge into the flap skin. I added a very long, thin cylinder as the flap hinges. I copied the trailing wedge from the outer wing panel and placed it on the trailing edge:

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Then I copied the flap stringers from the outer flaps. In fact, I used just the cross sections of these original objects, extruding them into new stringers. I used Mirror modifiers to create the opposite sides of all of these spanwise flap reinforcements.

In the next step I copied from the outer flaps the “standard” flap ribs (they all are clones that share the same mesh - see picture "a", below):

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Finally I modified the upper part of the center wing mesh, integrating it with the trailing wedge (see picture "b", above).

When you open the split flap, you can see the internal structure of the wing:

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I studied the available photos of the flap bay in the center wing, then recreated the key ribs and spars:

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Finally I organized the whole wing into the appropriate hierarchy. At this moment the root element is the wing center — more precisely, its rear part:

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I placed all external wing elements on layer 1, while all internal parts are on layer 11. The auxiliary “cutting tools” used in the Boolean modifiers are in layer 9. To avoid “circular reference” conflicts I assigned the outer wing panel and the object that cuts its fixed slats to the common parent — the ”stiff” root rib.

In this source *.blend file you can check all details of the wing presented in this post.

In the next post I will start working on a more difficult part: the fuselage.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 17, 2015 1:30 PM

Before I start forming the mesh of the SBD fuselage, I will prepare an auxiliary object: the simplified version that will help me to grasp the general concept of its shape. I will describe it in this post.

In the first step, I created the three key bulkheads:

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First one — the firewall — seems to have an elliptical shape:

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The contour of the station 140 on my plans is copied from one of the photos which I have found on the Vultures Row Aviation web site:

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For this conceptual shape I replaced the bottom part (after the trailing edge) with the curve extrapolated from the further tail cross sections.

Finally, in station 271, which closes the main fuselage structure, I had to extrapolate its upper part:

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Then I extended between stations 140 and 271 a mesh, forming in this way the simplified tail (without the wing root fairing):

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I put another edgeloop in the middle of this tail to fit its contour in the side and top views.

In the next step I recreated the mid-fuselage:

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In this concept object I entirely skipped the wing root fairing — because it requires a lot of work. I will recreate it directly in the final fuselage object. Note that the fuselage contours along the cockpit are straight lines. This detail is visible on many photos.

I added in the middle of the cockpit another “bulkhead” edgeloop, and used it to determine shape of the bottom part of this fuselage:

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I fitted the contours of the fuselage that protrudes from the wing bottom surface into the contours in my reference drawings. It took some iterations to fit them. (The contour you can see in the bottom view was copied from original Douglas photo, so it is an important reference. The side view is not based on such a confirmed information). To preserve the straight edges on the cockpit sides, I had to move this central bulkhead along the fuselage centerline using the Edge Slide command. I was able to move or scale this edge only along the Z direction.

Finally, when I finished this element, I checked if the cockpit sides are still straight, like before. They were not:

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As you can see in the picture above, I used an auxiliary horizontal plane set in the contrast color to see the effective shape of the fuselage mesh. I placed it just above the “longeron” edge that runs along the maximum width. The fuselage contour you can see on this plane is bent in the front of station 140. I think that such a shape is the effect of the “saddle”-like shape of the fuselage in this area. I am glad that I identified this issue on this simplified model. I will try to avoid such an effect in the final fuselage by directing all the lengthwise (“longeron”) edges along their real-life counterparts (upper-left to bottom-right on the side view).

In this source *.blend file you can check all details of the model presented in this post.

In the next post I will continue working on the fuselage. (I will use the object crated in this post as the reference).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 24, 2015 1:23 PM

In the previous post I created a simplified model of the SBD fuselage that helped me to identify the eventual troubles in the modeling process. In this post I will create the mid-fuselage (more precisely: its upper part).

I always try to think ahead about the mesh topology required for a given shape. In the case of the subdivision surfaces that are used here, this approach is extremely useful. When you place vertices of the initial bulkhead in the proper places, it greatly simplifies further modeling. To mark some “longeron” edges as “sharp” (Crease = 1), I started with a thin mesh “strip” instead of a single contour:

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As you can see in the picture above, it is built around the cockpit sides. Looking on the photos you can notice that one pair of the main longerons forms the side edges of the cockpit. It will be the upper edge of my fuselage. (The part below the windscreen seems to be a separate assembly, riveted over the longerons (see picture "a" below). I will create it later:

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I recreated the small fillet around the cockpit edge using two parallel edges placed close to each other (see figure "b" above). I could obtain similar effect using a single, partially sharp edge. However, in such a case the contour of this fillet on the fuselage cross section would have a shape that significantly differs from the circular profile in the real aircraft. What’s more, I will split these double edges at the rear edge of the cockpit opening. I expect that in this way they will help me to shape its rear, rounded corner.

I extended the initial mesh strip from the firewall to station 140 (station locations — see previous post). After fitting vertices of this “bulkhead” edgeloop around station 140, I inserted in the middle of this mesh a new edge, just at the end of the skewed station 54. Then I removed the bottom fragment from the rear part of the resulting mesh:

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To avoid the curved contours of this mesh in the top view, I directed the lengthwise edges little downward in the second segment of this fuselage (see picture "a" below):

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To verify if the cockpit sides are really straight in the top view, I placed (on the tools layer – 10) many straight “stringer” probes (see picture "b" above). All of them are horizontal, arranged like the real longerons in the airplane (see picture "a" below):

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For the properly shaped surface, these probe objects should minimally protrude from the fuselage skin (as in picture "b" above). I used them to apply small adjustments to this mesh.

When the cockpit sides are ready, I recreated the upper part of the station 140, and extruded it toward the cockpit. In this way I obtained the initial strip of the tail upper surface (see picture "a" below):

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It is relatively easy to prepare in this mesh a rectangular opening for the gun doors. The general rule of the subdivision surfaces is that their sharp edges (i.e. edges which Crease = 1) have the same shape as the free edges (for example — opening borders). Thus, if I incorporate into a smooth surface an area encompassed by sharp edges, I can later remove its inner faces without altering the shape of the outer mesh faces.

But how to obtain a smooth surface around a sharp edge? It is simple: place it in the middle of a flat face of the control mesh. I did so. As you can see in picture "b" above, it is enough to make the three vertices on every bulkhead collinear. (In practice, small deviations from the theoretical line still produce acceptable results).

You can learn more about this and other useful properties of the subdivision surfaces in Vol. II of the “Virtual Airplane” guide.


In the next step I cut in this mesh strip the skewed rear edge of the cockpit opening:

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After removing the unnecessary vertices, I created a few new faces that finally joined this fragment with the rest of the fuselage mesh. As you can see in picture below, I also inserted another edgeloop just after the cockpit rear edge:

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This additional edgeloop and the few vertices in the corner control the surface curvature around of the cockpit opening. As you can see in the picture above, one of the resulting mesh faces has five vertices (so-called n-gon). In general, it is possible to decompose it into a triangle and a quad. However, I carefully examined the resulting surface and decided that this additional vertex does not deform in any way its smooth shape. Thus I decided to leave it “as it is”.

Note that there is a single vertex in this mesh that controls the shape of the fuselage skin in the corner of the cockpit opening:

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I modeled it to resemble the original shape as I can see it on the photos. However, I will return to this fragment during the detailing phase of the modeling. With the cockpit canopy in place, I will then re-examine my photos and decide about the further details (for example — cutting the smaller openings for the ammunition feeders on the gun doors sides, which were introduced in the SBD-3).

In this source *.blend file you can check all details of the model presented in this post.

In the next post I will continue working on the fuselage.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 31, 2015 2:26 PM

In this post I will begin the wing root fairing and recreate the tail of this SBD fuselage.

To be able to fit the fuselage to the wing, I started by creating a new set of the “bulkhead” edges. I placed them at the stations of the original bulkheads:

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In most airplanes the wing root fairing and tailplane fairing are created from additional sheet metal elements, fastened to the fuselage with multiple bolts. In the case of the SBD lineage — Northrop Alpha, Gamma and BT-1 — the wing root fairing was the integral part of the fuselage structure. (However, the SBD tailplane fairing had the conventional, “fastened” design).

At the beginning I decided to form the rear part of the wing fairing as a separate object. In this way I will avoid the messing with the topology of the existing mesh. I will merge these two meshes later. Thus I copied into this new object a part of the fuselage mesh, and combined it with the initial part of the fairing cone:

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It is always worth to analyze how the modeled element was built in the real aircraft. Let’s look on the photos:

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On the picture above I marked straight lines in white, circular cross-sections in red and other curves in yellow. Note that the stringers connecting the circular sections are straight or gently curved. If you would think how this part was built in a workshop, it makes sense. It is not too difficult to recreate the circular cross sections of the fairing in the subsequent bulkheads. Then you have to set these bulkheads at the corresponding stations and connect them with the thin stringers. In this process you can always bent (a little) the initially straight stringer. That’s why all the lengthwise lines on the photo are straight or form a gentle curve.

To ensure that I will recreate this shape properly, I placed three auxiliary stringers as they were located in the real airframe:

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Ideally, the outer edges of these test stringers should protrude a little from the wing root fairing surface. Using such them as indicators, I added new edgeloops in the middle of this mesh, and adjusted its bottom shape, fitting it to the wing:

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For the further work on the wing root fairing I need the tail. I extruded it from the station 140 up to station 271. Then I put one of the middle bulkheads at station 195 as a reference. Finally I adjusted the shape of this surface to the contours drawn in the side and top views. I did it using three new “bulkhead” edge loops, inserted in the middle of the tail:

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Evaluating the shape of this newly created part I examined not only the resulting surface, but also the control mesh. In the case of a fuselage, some geometrical problems are more evident when you check the flow of the lengthwise (“longeron”) edges. In this case I noticed that something is wrong with the last segment of the tail.

The edge marked in yellow in the picture above corresponds to a real longeron on the fuselage. On the photos this longeron seems to be nearly straight. However, in the last segment of my tail its direction is altered:

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I re-examined my photos and concluded that I made mistake in the shape of the bulkhead at the end of the tail (station 271). The top contour of this bulkhead had larger radius than in my model. (However, I have an excuse: this part of the last bulkhead is an extrapolated shape, because its upper part is inside the tailplane — see the bulkhead pictures in the post where I started working on the fuselage. On these pictures you can see that I proportionally decreased width of the whole bulkhead contour. This deformation was the direct reason of this mistake). I corrected the tail shape, increasing the corresponding radii in the two rear bulkheads:

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Finally I modified edges around the gun door opening:

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I prepared horizontal edges of this opening earlier, while shaping the upper part of the station 140 bulkhead (see my previous post). Now I added another sharp edge that closes this opening. Note that for such a rectangular border I avoid crossing two sharp edges — because the resulting corner would create additional elevation above the smooth fuselage surface.

In this source *.blend file you can check all details of the model presented in this post.

In this file you can delete the vertices inside the gun door opening (as in figure above), and check that the shape of the fuselage around the gun bay remains unaltered. I “programmed” such a result into this mesh from the beginning. (I did it by appropriate adjustment of the few vertices in the first tail bulkhead).

In the next post I will form the difficult, rear part of the wing root fairing.

  • Member since
    May 2003
  • From: Greenville, NC
Posted by jtilley on Sunday, November 1, 2015 12:35 PM

I find this thread literally awe-inspiring. I know so little about computer graphics that I can't understand at least 75% of what Mr. Jaworski has written, but I think I can recognize the work of a true master when I see it - and that is what I certainly see here. I've rarely derived so much pleasure and wonder from something that's so far beyond my comprehension.

 

Youth, talent, hard work, and enthusiasm are no match for old age and treachery.

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, November 2, 2015 1:19 PM

JTilley, thank you very much! However, I am merely an average craftsman - I know at least dozen other guys who are much better on this field than me. I just want to popularize this new branch of scale modeling. Thus I share my models (here) as well as the guides that teach how to begin (they start from the very basics - for those who know nothing about the CG). The software that I use is free (Open Source).

I noticed that on this forum you are most interested in the tall ships, and that these plastic kits slowly disappear from the shelves. I think that it is possible to recreate at least the hull and eventually some more "bulky" parts (like the guns) of these models on the 3D printer. (You can already find some interesting models, however they are created for visualizations). I am not sure about the rigging and the sails, but I suppose that there are several ways to recreate them. I can even imagine a community of the modelers who share such digital definitions, ready for 3D printing, available for everyone who would like to build a classic model of a historical ship...

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, November 7, 2015 1:10 PM

In this post I will finish the rear part (the most difficult in this aircraft!) of the wing root fairing. I started this fairing in the previous post.

I previously formed the basic cone, up to the trailing edge. I created it as a separated object, to easier modify its topology. Now I copied into this mesh the further fragment of the fuselage, above the fairing (see figure "a" below):

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I also created a small rounded edge along the trailing edge of the wing (figure "b" above) (more precisely — along its closing wedge, as in figure "c").

This inconspicuous part plays the key role in forming of wing root fairing. First, I extruded it up to the station 140, then I inserted in the middle additional edgeloop. Then I could bent this fragment at will, by moving and sliding this middle edgeloop. I aligned this mesh patch to the wing fairing contour in the top view. Then modified its vertical shape, bending this mesh patch around the fairing cone:

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In the next step I extruded this patch from station 140 to station 195. I fitted its end to the bottom part of the bulkhead at station 195. Then I inserted in the middle two edgeloops (at stations 158 and 177). I shifted them on the planes of the corresponding bulkheads, fitting this wing root fairing to the reference cross-sections:

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When it was done, I extruded the bottom edge horizontally, to the centerline. I created in this way the bottom surface of the wing root fairing:

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While evaluating the bottom contour of the fairing in the side view, I realized that its shape depends on two factors. First of them is the fairing contour in the top view (because the trailing edge “slides” on the cone of the fairing upper surface). The second factor is the rounding radius of this trailing edge. To keep the bottom contour in accordance to the side view I had to decrease this radius a little (as in figure "a" below):

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After these adjustments, I cut out the corner of the fairing cone, adjusting it roughly to the shape of the trailing edge (as in figure "b", above). Then I slided this last edge of the fairing cone, fitting it to the upper contour of the trailing edge. Finally I joined these two surfaces by adding a few new faces:

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As you can see on the picture some of these faces have more than four edges. I left them in this state, because they do not disturb the smooth shape of the resulting mesh. (If I split them into a triangle and a quad faces, the triangles would disturb it a little).

As I mentioned before, I copied into this wing fairing object large fragments of the fuselage mesh. I did it to better prepare this element for merging with the fuselage. Finally I did it: I removed all unnecessary faces and created the new ones between the fairing and the fuselage. Figure "a" below shows this new fragment of the fuselage mesh in yellow:

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Figure "b" above shows the resulting surface.

In this source *.blend file you can evaluate yourself the model presented in the picture above.

In the next post I will form the forward part of the wing root fairing.

GAF
  • Member since
    June 2012
  • From: Anniston, AL
Posted by GAF on Friday, November 13, 2015 11:03 AM

Such a great tutorial!  Thank you for posting this, and thank you for making available your finished models.  They are great for studying.  Big Smile

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, November 14, 2015 2:13 PM

GAF - you are welcome Big Smile!

In this post I will recreate the forward part of the wing root fairing. Basically, it is a variable radius fillet. It starts just at the wing leading edge and transforms smoothly into the cone of the rear wing fairing:

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I extruded subsequent mesh segments of this fillet from the edge of the rear part of the wing fairing (from the point where I left it in the previous post). After each of these extrusions I decreased slightly the size of the last segment before extruding another one, obtaining in this way the variable-radius fillet:

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Initially these new segments are disconnected from the fuselage mesh, although I fit them to both: the fuselage and the wing surface.

In fact the first two of these newly extruded fairing segments technologically belong to the rear part of the fairing. Thus I had to fit their surface to the three straight longerons that are there in the real airplane (I described details of this issue in the previous post):

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The panel that connects the rear and forward parts of the fairing had a straight upper edge. Of course, I recreated it in the mesh (you can see it in figure above).

In the next step I merged these next three segments of the fairing with the fuselage:

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Note that I added another section (edgeloop) in the middle segment of the fairing (as in figure above) — just to fit it better to the wing surface. I did not want to extend it across whole fuselage, thus I terminated it in a triangle at the upper edge of this fairing. Surprisingly, such a triangle does not disturb the resulting smooth, concave surface.

In figure above you can also see the auxiliary reference longerons, which helped me to ensure that this surface forms a straight line along their edges.

To merge the most forward part of this fairing with the rest of this mesh, I had to add more edges to the fuselage:

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Each of these lengthwise fuselage edges “touches” the end vertex of corresponding fillet section. Once I placed them in this way, I removed the original fuselage faces and replaced them with the new ones. The right edge in each of these faces belong to the fairing:

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When I did it, I used an auxiliary plane to evaluate the resulting cross-sections of this fairing along the fuselage centerline. It seems that the presence of the adjacent fuselage faces in the control mesh deformed the circular sections of the fairing around wing leading edge. I decided to fix this minor deformation by sliding the last edge of this fairing outside:

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Finishing the wing fairing, I finished the main part of the fuselage:

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In this source *.blend file you can evaluate yourself the model presented in the picture above.

In the next post I will form the bottom part of the fuselage (i.e. the part below the wing). I decided to build it as a separate object.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, November 21, 2015 2:40 PM

For this week I prepared the bottom of the SBD fuselage:

The designers extended the SBD Dauntless fuselage below the wing, creating there a kind of the bomb bay. However, it was too shallow to house even a 500lb bomb (see figure "a" below). (The ceiling of this bay was formed by the skin of the center wing). There was a single mounting point inside, and the bombs were always partially hidden in the fuselage. When the airplane was not carrying any payload, the bomb bay was closed by covers (see figure "b" below). They were bolted to the flanges punched in the fuselage skin along edges of this opening:

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I suppose that in the future I will have to make some close shots of this area, thus I decided to recreate this detail “in the mesh”. This decision means that I cannot use the Boolean modifier to recreate this opening. In the effect, it will require much more work than similar details (like the landing gear bays) which I made in the wings. I will start working on the bottom fuselage in this post, and will finish it in the next one.

In one of the previous posts I created a reference shape that fits the contours of this bottom fuselage in the side and bottom views. Now I have turned its layer on, to see this reference object again (in figure "a" below it is in red):

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I decided to create this part as a separate object — as it was in the real SBD. To begin, I copied the bottom part of the firewall into a new edge, and extruded it, forming in this way the first segment of the bottom fuselage (figure "b" above). Preparing for “cutting out” the bomb bay opening, I placed two sharp (Crease = 1) lengthwise edges in this mesh. They run along the opening borders (figure "c" above). To preserve the smooth circular cross-section of this body, these sharp edges are accompanied by adjacent, coplanar faces. (This is the same solution that I used for the rear gun bay opening in another post). These sharp edges will allow me to remove the faces from inside of this opening without altering the outer part of the resulting surface.

After extrusion of these initial two segments I extruded four more, up to the flap hinge:

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I consequently marked as sharp the edges that follow the opening borders (as in figure "b" above).

When it was done, I created the bomb bay opening by removing its inner faces. I also removed most of the faces from the rear segment, because I have to modify the mesh in this area (as in figure "a" below):

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In the view from bottom the rear edge of this opening had a circular contour. To recreate this effect I placed a quarter of 16-gon there (the symmetric side of this object on the picture is mirrored). Note the additional vertex at the external end of this “arc” — it helps to obtain a regular arc on the resulting curve. Then I projected (manually) the all six vertices of this polygon onto the reference body (see figure "b" above). Note also that the radius of this arc is a little bit bigger than in the bottom view on the reference drawing. After studying some photos I decided that it was slightly larger than on the reference drawing.

In the next step I extruded the inner segments of this edgeloop into a new surface strip:

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Immediately after this extrusion I “flattened” this edge (by scaling it along the Y direction to 0), then adjusted its vertices on the XZ plane, fitting them to the reference contour. I also extruded forward the last vertex of this edgeloop, forming in this way the last straight segment of this opening border.

Finally I created new faces, filling the gap between these new edges and the remaining mesh:

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Finally I created new faces, filling the gap between these new edges and the remaining mesh:
When the central opening was formed, I extruded the tip of this body (the part below the flap — as in figure below):

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I will have to separate this tip later, because it was attached to the flap. To ensure that this separation will not deform the resulting meshes, I marked the future split edge as sharp (Crease = 1). Then I adjusted shape of this tip to its contours on the side and bottom views. Finally I created the rounded tip, by rotating its last “bulkhead” edge around Z axis. (Frankly speaking, I can see no special reason for the existence of such a tip. I can only guess that, beside the aesthetic reasons, its presence allowed to preserve a little more height in the rear area of the bomb bay space.

I created the circular cut-outs for the wheel bays as in the wing — using the same auxiliary objects and additional Boolean modifiers (as in figure "a" below):

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Strangely enough, for this object the Boolean modifier works “in reverse”, and I obtained the proper effect using the “Union” (!) instead of the “Difference” mode. Once I did it, I adjusted the shape of the wheel bay flanges, fitting them to the bottom fuselage (as in figure "b" above).

In figure below you can see the final object I created in this section:

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In this source *.blend file you can evaluate yourself the model presented in the picture above.

In the next post I will continue my work on this assembly. I will recreate the covers for this opening, as well as their mounting flanges.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, November 28, 2015 2:01 PM

Sometimes the relatively simple shapes may require some substantial amount of work. In my previous post I created the basic shape of the bottom fuselage. It occurred quite complicated, because I decided to recreate the opening of the bomb bay “in the mesh”, instead of using the Boolean modifier. In this post I will complete the remaining details, enlisted in the illustration below:

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I started by forming the bottom part of the fairing along the wing leading edge. It is not as difficult as the upper fairing. To show you the basic idea I just added a new edge loop near the firewall, then I moved down the corner vertex downward. As you can see below, the resulting surface starts to wrap around the wing:

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Then I added another edge loop, adjusted locations of some vertices, and extruded fragment of this mesh in the spanwise direction:

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As you can see in the figure above (left) I hid the upper edge of this fairing below the lower edge of the upper fuselage panel. (You can see these overlapping panels on the close-up photos of the real aircraft).

When I finished the wing root fairing, I recreated the bottom covers. I started each cover by copying the border edges from the adjacent meshes (as in picture "a", below):

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Then I adjusted these edges, matching the number of corresponding vertices. Once they were ready, I connected them with the strip of new faces as in figure "b", above).

However, this cover was not completely flat! To fit it to the side view contour (and the reference shape) I inserted a new edgeloop in the middle of this mesh. Then I adjusted its height, fitting it to the contour of the fuselage:

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These removable covers were bolted to the flanges that extrude from the bomb bay edges. To obtain a better fit, these mounting flanges were stamped by the sheet metal thickness (as in figure "a", below):

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How do I form such a “depressed” flange? I started by extruding its borders (see figure "b", above). Then I connected these faces into a single strip (as in figure "a", below). Finally I extruded these faces (not edges!) along their individual normals (I shifted the extruded faces using the Shrink/Fatten command) as in figure "b" below:

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Finally I marked the outer edge in the control mesh as partially sharp (as in figure "c", above) to improve the profile of this flange.

Figure "a" below shows the layout of the newly created cover panels. After all these modifications it is good idea to match this result against the available photos. As it often happens, I discovered that I should do it more often: there were some errors in this initial arrangement:

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Well, in fact I had to rebuild anew the side doors and the rear cover (repeating all the tasks depicted earlier in this post). You can see the final result in figure "b" above.

Note that I slightly reduced the width (i.e. radius) of the rear cover. I decided that I was wrong estimating its size in my previous post. This time my reference drawing was right:

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Figure above shows the completed bottom part of the fuselage (I hid the removable covers). As you can see, there still are many small details that I have to recreate during the detailing stage.

In this source *.blend file you can evaluate yourself the model presented in the picture above.

The issue that I had with the bottom covers shows that I should do such a verification from time to time! In the next post I will “step back” a little and match the overall shape of this model against the photos. I will do it using a new method.

GAF
  • Member since
    June 2012
  • From: Anniston, AL
Posted by GAF on Monday, November 30, 2015 10:55 PM

Once again, beautiful work and attention to detail.  While you cannot touch these models, I have seen some incredible artworks produced with virtual aircraft, so there is that.

I do wonder about using photos for reference, and how you know this image is from the SBD version you are attempting to model?

Gary

  • Member since
    June 2014
Posted by Witold Jaworski on Tuesday, December 1, 2015 1:52 PM

Gary, thank you! I will do my best :)

GAF

I do wonder about using photos for reference, and how you know this image is from the SBD version you are attempting to model?

Some months ago I analyzed the differences between Dauntless versions. (You can find description of the identified differences in the previous page of this thread, in my posts from 11th ad 18th July 2015). One of the conclusions was that behind the firewall the geometry of this airplane remains constant from the first to the last version. The differences were in minor details: additional cutouts behind the gunner cockpit for the doubled ammunition feeder in the SBD-3,  the reflector sight in the SBD-5 instead of the old-fashioned telescope. Thus I can use use every Dauntless photo.

P.S. As you have already noticed, I recently found the Britmodeller forum. Despite that I already have run this project for six months, I decided to start publishing the archival post there, because I think that it is another opportunity for interesting discussion. Initially I am going to publish these archival posts on that forum twice a week, so within a few months they will become up to date with this thread. Then I will continue tehse threads in parallel.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, December 5, 2015 2:07 PM

During the previous weeks I formed two main elements of my model: the wing and the main part of fuselage. As you saw, I could not resist myself for adding some details to the wing (like the ribs and spars of the flaps).

Now I think that this is a proper time to stop modeling for a moment and compare the shape of the newly modeled parts to the real airplane. If I find and fix an error in the fuselage shape now, it will save me from much more troubles in the future! If I find an error in the wing shape – well, I will have more work, because I already fit it with some details which will also require reworking… You will see.

The idea of using photos as a precise references emerged from the job that I did two years ago. One of my colleagues asked me if I can recreate the precise shape of the stencils painted on an airplane. He wanted to determine details of the numbers painted on the P-40s stationed in 1941 around Oahu. He sent me the photo. I started by fitting the 3D model to this historical picture, finding by trial-and-error the location and focus of the camera (as in figure below):

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Then I made the model surface completely transparent. I placed the opaque drawing (texture) of the large white tactical numbers on its fuselage, and the black, smaller, radio call numbers on the fin. I rendered the result over the underlying photo, finding all the differences. Then I adjusted the drawing and made another check. After several approximations I recreated precisely shapes and sizes of these “decals”.

The key point in this process was to recreate the location and focus of the camera that was used to make the particular photo. Now I realized that it is possible to use the photos in the same way as precise references for my model. All I needed was a high-resolution picture.

I decided to begin with one of the archival photos of the SBD-5 from VMSB 231, made in spring 1944 (the original photo below is 2127px wide):

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To find the camera projection that fits the model into airplane contours on the photo, you have to coordinate the location of the camera and its direction (I used for this purpose an auxiliary “Target” object). Yet another parameter to be adjusted is the camera lens length:

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The whole process is an iteration: I started from a rough first approximation (as in figure above). Then I enhanced it, gradually determining the ultimate camera and target location, as well as the focal length.

In this process I based mostly on the elements which dimensions were determined by the “hard” evidence. It pays off that I placed most of the the fuselage mesh edges along the original bulkheads and longerons. (I will also benefit from this during further stages of my work). I was quite sure of the bulkhead stations because they were set according the original diagram. Thus I started by fitting to the photo the fuselage between the firewall (station 0) and the last bulkhead (station 271). Then I tried to find the proper camera focus that fits the middle bulkheads to the rivet seams and panel lines which are visible on the photo:

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I was also able to fit to this photo the root rib of the outer wing panels. However, I could not match the position of the wing tip! When I fit this tip to the photo, the fuselage deflection was wrong. Otherwise, as you can see (in the figure above) the wing tip of the model was a few inches below the tip on the photo. I started to wonder why I have such a problem…

Figure below shows the best projection I was able to find. The fuselage bulkheads fit well the seam lines from the photo. It seems that the bottom contour of the tail was somewhat lower than in my model:

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The only weak point is the different elevation of the wing tip. I cannot say that it had a greater dihedral, because it was dimensioned on the original general arrangement diagram (7⁰ 30’ along the upper wing contour, in the front view).

Finally I came to conclusion that what I can see on this photo is the elastic deformation (bending) of the loaded wing! This aircraft here is depicted in the flight, right? This means that these wings are carrying the load of about 4 tons of its weight. Their structure was stiff, but not absolutely rigid: every beam deforms (more or less) under the load. The airplane wings are not the exception: while flying in an airliner (like Boeing or Airbus) you can observe how their wing tips bend in the air. Of course, the relatively short, wide wings of the SBD Dauntless were much more resistant to such deformations. Nevertheless I think that we can trace the slight bending of this wing leading edge on the other shots of this airplane. For example, the white sun reflection on the photo in figure below allows me to reveal this dynamic deformation:

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We can see here the bending of the outer wing panel. However, there was another deformation: in its joint with the center wing. The root rib under loads slightly rotates around the wing chord, which elevates the wing tip even further (in figure "b", above). I suppose that the center wing was much stiffer (it had thicker airfoil and shorter span than the outer panels).

Using a side photo of a flying airplane, always try to estimate the elastic deformation of its wing, especially the wing tips! Usually such a deformation makes these photos less usable as the precise reference for a 3D model.


Frankly speaking, this conclusion was a little surprise. I have not noticed such a deformation before — maybe because I was mainly focused on the WW II fighters? Fighter wings are the stiffest ones…

In the airplane standing on the ground the wing deformation is minimal, thus such a picture suits better the reference purposes. Ultimately I decided to use some of the photos published by the Pacific Aviation Museum on flickr.com. Figure below shows the result (I had to flip this photo from left to right because I modeled the left wing):

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As you can see, the wing perfectly fits its contour in this photo. I have found that the left aileron airplane was rotated upward by about 4⁰. I can see some differences in the hinge location of the upper wing flap (on the photo it seems to be placed at somewhat different angle, and shifted to the rear). The contour of the aileron bay also seems to be a little bit lower. On the fuselage you can see that the bottom contour of the tail is placed lower than in my model — confirming the observation form the previous photo.

When you find deviations as these that I have found in the aileron and flap hinges, it is always a good idea to check them on another photo. Thus I fitted my model into a different picture from the same PAM photo stream on flickr:

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In this case I opened the wing flaps, because their straight contours helped me in precise positioning of my camera. It was possible to fit the bottom flaps to this photo (I just discovered that in this photo their deflection angle is 40⁰, while according to the specs it should be 42⁰). I was able to verify locations of their ribs and spars. (It occurs that these ribs, set according the stations diagram, are in the proper places). However, the upper flap did not fit properly into its contour in the photo. It was only possible when I shifted its hinge to the rear, placing it as in figure above. In this way I confirmed that these wing elements require corrections.

After these initial findings I decided to verify both: the wing and the fuselage, to fix all the differences I would find. Of course, it required more photos. Matching the model projection to a single picture takes me several hours of work (usually — one evening). I assigned to each of these pictures a separate camera (as well as the camera target object). Their names are three-letter shortcuts of the source photo followed by the ordinal number: thus PAM-1 means “Pacific Aviation Museum – 1.jpg”, UND-1 is “Unidentified – 1.jpg” and so on. I think that these reference pictures will be also useful in the future stages of this work. Switching between these cameras requires several steps: you have to type the path to the corresponding photo, as well as to alter the scene renderer aspect ratio. To facilitate this operation I created a dedicated add-on, which allows me to switch between these pictures with one click:

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The ability to immediately switch between various reference photos definitely makes the difference! It encourages to study the same fragment from all possible sides.

The photos can be extremely useful reference, but they do not replace the traditional scale plans. First you have to create a 3D model that is close enough to the real shape, using the plans. Then you can project such a model onto a high-resolution picture for the further improvements.


In this source *.blend file you can evaluate yourself the model matched to the first picture from the Pacific Aviation Museum.

In the next two posts I will write about the results of this verification. In the first one I will describe the errors that I found in the shape of my fuselage. In the second post I will describe the differences that I found in the wing. Sometimes fixing these minor errors require several hours of work… But this is why we are the modelers (“a slightly different human being” :)).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, December 12, 2015 1:04 PM

Currently I am using the method discussed in previous post to verify teh geometry of my model. It is a good idea to do it when there are no additional details. All the differences that I will find now will save me a lot of troubles in the future. For example — what if I would find that the base of the cockpit canopy in my model should be somewhat wider, when this canopy was ready? I would have to fix both shapes: the canopy and the fuselage. And what if I would already recreate the inner fuselage structure — the longerons and bulkheads — before such a finding? I would also have to fix them all. This is a general rule: the later modifications require much more work than the earlier ones! Thus I have to check everything when the model is relatively simple. You can compare the differences I will find in this post with the plans I published earlier in this thread: they contain various minor errors! Just as every drawing.

Last week (see my post from 2015-12-06) I discovered that the bottom contour of the tail was somewhat lower than in my model:

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The main problem with mapping the tail shape was that its bottom part behind the wing was wide and completely flat. On every photo that I have the airplane is more or less deflected toward the camera, so the precise bottom contour of the SBD tail in the side view is an average of multiple estimations. That’s why it can be wrong on my scale plans! I also found a minor difference in the forward part of the fuselage below the wing. However, its forward part on the photo above is obscured by the truck. Nevertheless, I guess that the forward part of this cover it had a straight side contour, located minimally below than this contour in my model. To check this I mapped another photo of the firewall:

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This photo confirms my observations from the side view picture. Although the bottom of the fuselage here is lacking the bottom covers, the corner of their mounting flange “touches” the bottom contour of my model. It means that the real contour was somewhat lower, more or less along the yellow line that I sketched on this picture. However, you can see here another difference: the upper part of the firewall is little wider than the elliptic contour that I assumed (It seems that the shape of the firewall was not an ellipse, as I assumed in one of the previous posts).

To make sure that this is not a mistake in the matching the model and the photo (or the effect of a barrel distortion), I also used another picture, from other restoration:

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The photo above confirms that the fuselage was little bit wider at the cockpit edges than it is in my model. The trace of the bolt seams on the wing reveals another difference: the wing root fairing was also wider (at least its forward part).

To make sure that this difference is true, I have to find it on every photo that I map onto my model. Thus I mapped two other photos. They come from Pacific Air Museum. I can use them to verify the width of the mid-fuselage and the span of the rear part of the wing root fairing:

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The good news is that the maximum width of my fuselage perfectly matches the photo (a good luck!). I found that the width difference at the cockpit edges found at the firewall is (approximately) constant along the whole length of the cockpit (figure "b", above). It disappears behind the cockpit (i.e. in the front of station 140). The wing root fairing was somewhat wider at the trailing edge (figure "a", above).

As usual, I used another photo to confirm these findings:

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Because this photo depicts the whole fuselage, I had to check these details using higher zoom factors. This photo confirmed what I have found in the previous one. In addition, it seems that the width of the fuselage in my model matches the real contour of the tail up to station 271.

Once I confirmed all these differences, I had to fix my model.

The wider wing root fairing behind the trailing edge can create impression of lower tail contour on the photos taken from the side (in the first photo in this post). This is because none of these photos is an ideal side view shot. In each of them the camera was located above or below the fuselage centerline. That’s why I decided to begin by fixing these differences in the fuselage width:

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Once they were corrected, I could fit the side contour, matching it to the horizontal photo of the tail:

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As you can see in this picture, I also minimally modified the upper contour of the fuselage. (Because the upper arc of its cross sections was looking like a part of a flat ellipse, while it should be a regular arc).

Figure below shows the ultimate differences between the reference drawings I created several month ago and the contour obtaining from matching the 3D model to the photo:

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As you can see, nobody is perfect, so I also did some mistakes. However, I was aware that the bottom contour of the fuselage was a guess: I did not have any photo where it was directly visible. All the pictures were taken from below or above, leaving some space for various assumptions (which often results in some errors).

Finally I fit the covers on the bottom fuselage (below the wing) to their contours in the photo:

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I moved slightly downward the forward part of these covers. As you can see in figure "a", above it was a relatively small difference. Initially I assumed that the cross sections of this bottom fuselage were elliptic arcs. However, in such a case, for the given width and height (from the side and bottom views), the edges of the wheel bays would appear a little bit lower than those visible in the photos. Thus I think that the contour of the middle cover in the front view had a slightly different shape (as depicted in figure "b", above).

In this source *.blend file you can evaluate yourself the model from this post.

While matching the model to the photo (PAM-3) taken from left side, I noticed slight differences in the wing rib shape: it seems to be a little bit thicker than on the picture. I will analyze this and other differences of the wing in the next post.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, December 19, 2015 1:52 PM

In this post I will continue verification of my model by matching it against the photos. This time I will check the wing geometry.

In the first photo from the Pacific Aviation Museum (in my model it is marked as PAM-1) I identified several differences:

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First I noticed that the hinge of the upper flap in my model is in the wrong location (I had to shift it forward by 0.7 inch). The upper edge of the aileron bay had slightly different shape on this photo. In this picture the tip of the aileron (the point lying on the wing tip outer edge) is located in the front of the corresponding point in my model. (The difference is less than 1 inch). Surprisingly, the inner (root) rib of the aileron seems to be a little bit higher in my model than on the photo. I can see also similar difference in the root rib of the outer wing panel. Location of the aileron bay upper edge on this photo can also be interpreted as located below the corresponding edge in my model. Does it mean that I made an error in forming this wing? The last visible difference are the outlets of the fixed slats. According the photo they were smaller and set at slightly different angle.

To check the differences in the wing thickness and the details around its trailing edge, I matched my model to another photo:

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I opened the wing flaps to better match the projection of my model to this photo. I used the shorter edges of the flaps to precisely determine their deflection. The bottom flaps fits well into this photo (if you take into account that in the depicted airplane the outer flap is bent). To fit the upper flap I had to shift it by 0.8 inch, as shown in the previous photo (as in the first figure in this post). This confirms that there is a difference! What is interesting, the wing on this photo is also slightly thinner than in my model — which confirms that I made a mistake in recreating the shape of its ribs.

As I wrote, I was convinced that I properly recreated the airfoil shape. I used the original coordinates of the NACA-2415 (and NACA-2409) airfoils (as you can see in figure "a", below)! Thus I used another, side photo (PAM-3) to check this finding:

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The overall chord of the wing rib in figure above seems to be OK (luckily, on this photo you can see the fragment of the leading edge between the truck forks). The chord of its bottom flaps in my model also fits corresponding chord on the photo. However, the upper edge of the root rib in my model seems to be too high (by about 0.3 inch). I can see clearly that it occurs in the middle of the upper flange of this rib. On the scale plans this difference corresponds to just half of the contour line width! That’s why we have to use photos: the drawing conventions alone make the scale plans not as precise as we wish… The PAM-2 photo reveals that this difference (maybe somewhat smaller than at the root) extends over the whole wing span.

Well, so I had to fix it. While lowering the upper part of the center wing was relatively easy (figure "a", below), I had also to modify all the adjacent objects — ribs, spars, and the fuselage

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The more difficult was to make similar modification in the outer panels. The difference was smaller at the wing tip. To preserve the straight lines of the spanwise mesh edges I moved the whole selected area down by 0.3 inch, then compensated the difference at the wing tip by small rotation around the wing root chord. (I had to separately rotate each of these “longeron edges”). Of course, then I had to make a lot of minor compensations in the upper flap and the aileron contours.

However, I had to modify these trailing edge details anyway, following the other findings from the photos:

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In this modification I had to revert the changes I made three months ago to the aileron bay edge (in my post from 2015-09-12 about details of the outer wing panel). It was the wrong location of the flap hinge, while the aileron bay edge should be in the place depicted on the reference drawings! In fact, drawing these scale plans I assumed that the hinge of the upper flap was directly above the hinge of the bottom flap. (You cannot see the difference on the most common, horizontal photos). Now I know that it is shifted away from the auxiliary rear spar by about 0.8 inch. After this modification I had to shorten the chord of the upper flap and rotate its ribs and spars, adjusting them to the altered directions of the flap skin. It required a few additional hours...

Once I finished with the trailing edge, fixing of the outlets of the fixed slats was easier. I just had to modify the shape of the “cutting tool” auxiliary object, used in their Boolean modifier:

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Then I adjusted the slat internal surfaces, fitting their upper edges to these modified openings (as in figure "b", above).

If I encountered such surprises on the upper wing surface, what do I find on the bottom of the wing? I started by examining the outer wing panel:

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It was surprisingly difficult to find an appropriate projection for this wing — I badly missed the fuselage here! (It would allow me to better determine the proper direction of the camera). The barrel distortion of this photo could also have some influences on this matching. Fortunately, it seems that my model fits better this area of the real wing. The first difference I found was in the fixed slats: minor adjustment of their direction and sizes. I fixed them in the same way as their outlets on the wing upper surface (I will not bother you by describing the details). Another difference is more subtle: it seems that the real wing tip has slightly different shape than in my model!

Of course, I had to check it on another photo, taken from another direction:

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This photo confirms my finding: it seems that I made another wrong assumption about the shape of the wing tip. (I assumed that the rear part was a single arc, while it is at least a smaller arc and an unidentified curve — maybe short piece of another arc of larger radius?). Of course I accordingly modified the wing tip (by adjusting location of a few of its vertices — in fact it was not as complicated as it sounds).

For the complete verification of the wing, I used the picture from the SBD manual. I checked the bottom surfaces of the center wing:

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To speed up narration in this post, the picture above is showing the updated mesh. I just enlisted the modifications that I made. As you can see I had to adjust the outer edge of the wheel bay (because it was not a simple circle). There were some minor differences in the split lines of the bottom covers (I had to adjust the bottom fuselage! Again!). Ultimately, I discovered that I placed the fixed ribs above the flaps in wrong locations (I really do not know why I not followed the stations diagram— now I corrected this mistake).

In this source *.blend file you can evaluate yourself the model from this post.

This is the last post about this “great verification”. Now I am coming back to modeling. In next two posts I will recreate the empennage of this aircraft.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, January 2, 2016 2:05 PM

In this post I start to work on the tail assembly. The horizontal tailplane has similar structure to the wing — but it is simpler. Thus I started it in the same way as the wing, by forming its root airfoil:

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In the most of the aircraft the tailplane has a symmetric airfoil. So it was in the Dauntless. I did not find its signature (family) in any of the reference materials, thus I carefully copied its contour from the photos (its rear part — the elevator — seems to have modified shape, anyway). It has incidence angle of 2⁰, so I rotated the rib object and used a Mirror modifier to generate its bottom part.

During this work I decided that I will use this rib as an auxiliary reference object for shaping the horizontal stabilizer. To precisely match the contour copied from the photos, I rotated part of this curve in the top view. Now it runs along the outer edge of the tailplane fairing:

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However, because I am going to copy this rib into the initial edge of the horizontal stabilizer, I already prepared three vertices for the leading edge of the elevator (as in the figure above).

During this work I was struck by the idea that it is stupid thing to model the whole empennage, and then to verify it against the photos. The much better approach is first to “draw” in the 3D space their contours and match them to the photos, then to model their surfaces. In this way I can identify errors in my reference drawings before I start the modeling! The parts formed in this “verified” way and continuously matched to the references will have better quality!

Thus I interrupted forming the horizontal tailplane, and quickly shaped another auxiliary object — the contour of the rudder and fin:

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What’s more, I decided to recreate in the model the basic reference “trapezes” of the fin and rudder. They are determined by the explicit dimensions in the general arrangement drawing, which I already used some months ago to draw the 2D reference drawings:

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While in the model space the 1 unit corresponds to 1 inch, I did not need to multiply every dimension by the scale coefficient. It was a big surprise when the trapeze drawn according these re-applied dimensions occurred shifted left by 0.7”!:

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I immediately did the same test for the horizontal tailplane. It also was shifted by 0.7”!:

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Well, such a coincidence suggest that I made a kind of systematic error in calculating locations of the elevator and rudder axis for my scale plans. Most probably there was something in their extremely long position, measured from the wing leading edge (see the general arrangement diagram in the fourth figure from this post). For example, it could be a rounding error of the scale coefficient!

If I was wrong in this case, I could made other errors. I decided that it is proper time to re-use the original photos from the web page of Chino Planes of Fame Air Museum. Their resolution is only half of the resolution of the photos from Pacific Aviation Museum Pearl Harbor. However, they were made using a long-lens camera. (You can read that the standard length from the EXIF section of the Chino photos — it was 400 mm. The photos from Pacific Aviation Museum Pearl Harbor were made with the standard lens length: 36 mm).

Using this focus length, it is easier to fit the model and the photo:

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As you can see, this is a flying airplane — and there is no visible dynamic deformation of the wingtip! This means that the whole “theory” about the wing deformation that I described in my post from 5th December was wrong! The wing is much stiffer than I thought. The deformation of the historical photo can have other reason. It could be significant barrel distortion of its lens, or the deformation of the negative. I do not know.

I verified contours of the horizontal tailplane by matching the model to another photo:

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Note, that this is another photo that I used to draw my scale plans. However, this time I left it unaltered, to avoid eventual errors that I could made by setting it horizontally and scaling.

In general, the model fits this photo pretty well. However, there are small differences at tailplane and wing tips. I started to suspect that such a photo can still have a small barrel distortion.

Finally, I used the third Chino photo to further verify the side view:

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The dimensioned contours of the empennage helped me to match better the other photos. For example, I slightly updated the projection parameters of the SBD-5 pictures from Pacific Aviation Museum Pearl Harbor:

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The contours of the tail and fuselage fits the photo pretty well. There is just a visible difference in the wing tip spans — I think that this is the effect of the barrel distortion.

In this source *.blend file you can evaluate yourself the model from this post.

Well, I started to build the tailplane in this post, but this process ended in another verification. However, it spared me from similar check that I would have to perform on the finished empennage. Now I can quickly build this assembly — in the next post I will finish the horizontal tailplane.

GAF
  • Member since
    June 2012
  • From: Anniston, AL
Posted by GAF on Saturday, January 2, 2016 2:41 PM

I think your supposition about wing "deformation" in flight is correct, except it is not uniform throughout the flight.  Wing "wobble" is present in most aircraft to a greater or lesser extent, so using an image of aircraft in flight by over-laying your model for wing positioning and dimensions is only approximate.

http://www.ondair.net/the-science-behind-why-airplane-wings-wobble-in-turbulence/

If you can get your tolerances down to only around 1/8 inch, then you've done extremely well.

Thanks for posting this great tutorial!

Gary

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, January 9, 2016 12:55 PM

Thank you, Gary!

GAF

I think your supposition about wing "deformation" in flight is correct, except it is not uniform throughout the flight.  Wing "wobble" is present in most aircraft to a greater or lesser extent, so using an image of aircraft in flight by over-laying your model for wing positioning and dimensions is only approximate.

You are right - I think that the truth "lies in the middle", as usual: sometimes there can be a small influence of the dynamic wing deformation (even more or less "wobbling"), in other cases the picture on a photo can be deformed because of different reasons...

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, January 9, 2016 1:00 PM

After some verification of the reference contours that I described in the previous week, I am coming back to modeling of the horizontal tailplane.

In the previous post I created the reference airfoil of its root rib. Now I copied it into a new object, straighten along the fuselage centerline, and finally extruded spanwise:

I checked the resulting shape, ensuring that the thickness of the tip ribs matches their counterparts on the photos:

When this base shape was verified, I started to form the curved contour of the tip. Basically, it was an arc, thus I shaped it by extruding and rotating subsequent mesh segments:

Preparing the horizontal tailplane for such a mesh topology, I used the same number of rib vertices to form the leading and trailing edges of its root airfoil.

In the next step I created an additional gap in this mesh, at the point where it will be split between the stabilizer and the elevator (as in figure "a" below):

Such a gap deforms the original circular contour of the tip. To restore its shape, I had to move a little two nearest vertices on each side of the gap. Facilitating this task, I used an auxiliary circle as the reference shape.

To fill the empty space inside the tip, I extruded the internal edges of the last rib (as in figure "b", above).

I slid the last vertex of the edge that runs along the elevator leading edge, forming in this way the angle visible on the reference drawings (as in figure "a", below). In fact, its location was re-checked on the reference photos, thus it lies in a slightly different place than you can see on the underlying scale plans.

Of course, I also scaled the thickness of this newly formed “rib” (as in figure "b", above), aligning it to the slope of the previous, trapezoidal segment of this tailplane.

In the next step I started to build different topologies in each part of this tip mesh. In the “stabilizer” part I joined the “tab” of the internal faces and the leading edge (as in figure "a", below). In the “elevator” part, I removed the first and the last face of this tab, and shifted the vertices of the middle face, forming a thinner trapeze. Then I extruded the outer edge of this face several times, rotating them around the “corner” of the elevator leading edge. Note that each of these faces corresponds to a single mesh segment on the tip external contour:

I also joined the “gap” in the tip contour into a single, “sharp” (Crease = 1) edge. (In fact, I should create it as a single sharp edge in the beginning). Such an arrangement allows me to quickly create an array of new faces that closed the tip of the elevator (as in figure "b", above). Note that I filled the gap in the “corner” using two quad faces.

To match the topology of the elevator tip, I had to add additional “rib” to the stabilizer mesh. I did it in three steps. First, I created edges that joined the corresponding vertices of the tip external contour and the internal faces (as in figure "a", below). Then I split them by half (using the Subdivide command). Finally I used all these vertices to create new faces (as in figure "b", below):

Note that I had to create a single triangular face near the leading edge (see figure "b", above). Fortunately, the mesh curvature in this place is low enough that it does not disturb the resulting, smooth shape of the tip.

When the overall shape of the tailplane was ready, I split it into the stabilizer and elevator objects. I did it by copying the original object and then removing the “elevator” part of its mesh faces (figure "a", below):

Similarly, I removed the “stabilizer” faces from the elevator object (see figure "b", above). Ultimately I also simplified this mesh by removing one of its “longeron” edges. (It seems that the tip contour in the front view requires just a three-point curve).

The elevator of the SBD Dauntless had an oval leading edge (it was the aerodynamic compensation, an area shifted in the front of the hinge line). I started to form this element by inserting on the symmetry plane a circle (consisting 12 vertices):

Then I extruded it spanwise, adapting its radius to the local airfoil thickness (as in figure "a", below):

In the next step I removed the rear faces from the leading edge cone, and joined it with the rest of the elevator mesh (see figure "b", above).

The presence of a single middle edge in the elevator tip allowed me to remove similar edge from the stabilizer tip (as in figure "a", below):

Of course, it would be even easier to not create this edge at all — but this is typical situation, when I modify the initial concept of the mesh topology during the progress of the work. Figure "b" (above) displays the resulting tailplane assembly.

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will describe my work on tailplane fairing.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, January 16, 2016 1:54 PM

In the previous post I formed horizontal tailplane of the SBD Dauntless. In this part I will describe how I created the fairing between this tailplane and the fuselage. It is an easier part than the wing root fairing, because it is smaller and most of its cross sections are not circular.

At the beginning I cut out from the stabilizer its middle segment, along the root rib:

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Then I “draw” the outer contour of this fairing in the side view. I also checked it in the reference photo (as you can see in the figure above).

Then I projected this “sketched” outer contour onto the fuselage. I did it by extruding its polyline into a face strip that crosses fuselage surface (figure "a", below), then finding the intersection edge of this mesh with the fuselage (figure "b", below):

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The intersection edge was calculated by one of my Blender add-ons (named Intersection — you can download it from here). In general, it would be easier to extrude this edge horizontally (because I sketched this contour in the side view). However, I was afraid that the add-on will lost the track of the upper rear part of this mesh (the part that crosses just the upper tip of the fuselage surface). That’s why I initially shifted this contour close to the fuselage, and extruded it in a more-or-less perpendicular direction to the fuselage surface.

All in all, after this operation I have the three edges, which is enough to create the first version of a smooth fairing:

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Figure below shows the initial smooth, subdivided mesh based on these three edges:

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It starts to resemble the original element. I created here the new row of faces, from the middle edge to the outer contour. Then, before creating this screenshot, I switched the display mode to the resulting subdivision surface.

To have better control over the shape of this fairing, I inserted two additional edge loops into this mesh

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These additional vertices were extremely useful in shaping the bottom edge of this fairing, which had a semi-circular cross section:

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In the most of the aircraft designs the fairing is just a piece of sheet metal bolted over the fuselage skin. In the SBD Dauntless it was an integral part of the fuselage skin (except the area around the stabilizer leading edge). Thus I had to extend the bottom part of this mesh, copying the fragment of the fuselage surface (as you can see in the figure above).

Figure below shows the finished fairing. As you can see, it smoothly fits the fuselage:

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It was not necessary, but I also created the rear spar of this tailplane — just because I do not like to see a large empty space in a finished element (the fuselage is not finished, yet!).

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will create the fin and the rudder.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, January 23, 2016 2:32 PM

This week I have worked on the SBD vertical tailplane. I started by forming its root airfoil (see the figure below). I had no description nor a direct photo of the airfoil used here. However, the reference photos reveal that it could have similar shape to the airfoil of the horizontal tailplane. Thus I copied that curve into this mesh.

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Note that I used here a thin strip of the faces instead of a single curve (which I used in the case of the horizontal tailplane or the wing). The reason is simple: on the single subdivision curve I cannot mark a “sharp corner” at a control point (original mesh vertex). On the face “strip” I can mark the corresponding edge as sharp (increasing its Crease coefficient to 1). I marked in this way the edge at the split between the rudder and fin. Simultaneously I can form such a face strip in the top view as easily as a single curve. (I just have to remember to select its vertices using the group select commands (Border-select or Circle-select), instead of the simple mouse click). Why didn’t I use this method in the previous cases? Well, good ideas require some time to emerge…

Once the root airfoil was ready, I extruded it into the basic trapeze:

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Then I split this mesh into the rudder and fin (i.e. into separate objects, as in figure below):

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Note that I added additional “rib” edges to the mesh of the fin. They will be useful in forming the forward fragment of this part.

Initially, I extruded the first approximation of the dorsal fin from the bottom edges of the lower ribs:

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However, I decided that the resulting topology of this mesh differs too much from the original layout of the panel seams (and the original ribs and spars). To make a better approximation, I used the fin shaped in the previous step as the reference object (in the figure below it is in red):

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I cut out the forward part of the original fin, forming in this mesh the first vertical edge. Then I extruded it into next segment:

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The next segments were extruded in similar way:

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In each new segment the vertical cross section is significantly smaller than in the previous one. I had to compensate it by cutting out its bottom fragment (using the Knife tool — as in figure above) and reducing the number of remaining faces.

Figure below shows the resulting dorsal fin:

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The tip of this fin was formed in an unusual way — it was stamped in the cover of a fuselage hatch (as you can see on the photo). I will form this cover later.

Figure below shows the objects created in this posts:

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You can examine them in this source *.blend file.

In the next post I will describe my work on the fairing of this fin (it seems quite simple, but occurred more difficult than I expected!).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, January 30, 2016 2:16 PM

In the SBD Dauntless the fillet along the fin and the fuselage was formed from the bent bottom edges of the fin panels. I am showing it in the figure below:

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(To make some of these panel seams more visible on thee photos, I sketched along them thin lines). You can observe that each fin panel overlaps the next one, starting from the tip stamped as the part of one of the fuselage doors (see the second-last figure in the previous post). The outer contours of these panes are not perfectly aligned: you can see small overlaps on the photos (see the figure above). Surprisingly, such a detail makes the modeling more difficult. However, the most difficult part will be the seam between the fin and the horizontal tailplane fairings (as in the figure above). It runs along the fuselage longeron, across the fillet between the stabilizers and fuselage.

Well, I started this fillet by extruding some faces from the bottom edges of the fin mesh:

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As you can see, I already recreated the sharp panel corners in these extruded faces. Then I lowered their outer edges and aligned them to their contours on the top view:

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This is the first, rough approximation that fits these panels to the fuselage surface. In this process I discovered that I had to make some modifications to the upper part of the tailplane fairing. However, I was not entirely satisfied with the result: comparing to the photos, something was wrong at station 242 (see the figure above). The outer seam of the fin fillet should be a little bit wider here!

After some additional deliberations I decided that the fuselage under the fin was somewhat higher (by about 0.5”) than on my reference drawings, and the upper arc of these bulkheads had larger radius. Thus I had to modify this part of the fuselage:

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I rotated a little this mesh fragment, then scaled up the upper part of each of its three bulkheads.

I had no photo of the SBD fuselage without the fin, taken from the side. In fact, the shape of this fragment on my scale plans is in 80% my assumption! Such small anomalies as this one helps me to discover the real shape of this airplane.

Basing on the corrected fuselage, I was able to fit better the outer edges of this fin to the fuselage and the tailplane fairing:

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However, I was not satisfied with the forward part of the seam between these two fairings: despite all my efforts, it looked a little bit sharp!

Ultimately, I had to reshape a little bit the tailplane fairing and cut out the excess of its surface along this seam using a Boolean modifier:

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This method produced results that resemble the smooth shape that I can see on the photos:

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However, I do not like such a “Boolean – based” solution. It seems too complicated. In the next post I will try to eliminate such a “hard” seam between these two panels. I think that much better solution here will be a continuous, smooth surface. The seam can be recreated later, using textures.

Anyway, in this source *.blend file you can evaluate yourself the model from this post.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, February 6, 2016 1:59 PM

After the previous post I decided to simplify the empennage fairing. Originally I created it from two separate objects: the fin fairing and the tailplane fairing, split across their fillet. Now I decided to eliminate this troublesome seam by joining these two meshes into single object:

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I will split it later, along the bottom rib of the fin (there was another panel seam in the real airplane). To simplify creation of the original overlapped panels, I simultaneously split the fin into the forward and the rear part, along one of the original seams.

As you can see in figure above, there are the same number of spanwise edges on both fairing meshes. It is a matter of sheer luck, but it makes the process of joining these two parts much easier.

First, I modified these edges, bringing them closer to each other. (I did it by sliding their vertices along perpendicular edges — as you can see in figure "a", below):

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Then I removed the unnecessary faces (as in figure "b", above).

Finally I filled this gap with new faces, effectively merging these two meshes (figure "a", below):

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In the side view (as in figure "b", above) you can see that the forward part of the fin extends a little the panel line visible on the reference drawing. It will be overlapped by the forward part, which will end precisely along the original seam. (Such an overlap is visible on the photos). Note also that the seam along the fuselage upper panel (marked on the drawing by the dotted line) is somewhat higher than on my scale plans. This is the effect of the modification that I made in the upper part of the fuselage (described in my previous post). My reference drawings are simply wrong about its location in the side view.

I think that the empennage fairing looks much better after this modification:

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It fits well all the three elements it joins: the fuselage, the fin and the tailplane. The fillets looks smooth and natural. As you can see, I split the fin and the fairing along the bottom rib edge, as I planned. (There was original panel seam). I think that this new arrangement of the model objects will facilitate further detailing of this assembly (for example, now the forward fin panel overlaps the other elements, as in the real airplane).

The last element of this assembly is the fin tip: in the real airplane it was stamped in one of the fuselage inspection doors. I started to form this part by creating a plain, rectangular cover placed over the fuselage, and separating the corresponding fragment of the fin tip (figure "a", below):

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Then I joined these two object into a single mesh (figure "b", above).

In the next step I adjusted corresponding edges of both elements, and removed the unnecessary faces (figure "a", below):

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Finally I filled this gap with new faces. Finally, after some rearrangements of the mesh topology, the resulting elements looks like in figure "b", above).

Figure below shows the final object, fitted to the fin and the fuselage:

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The last element that I need to finish in this empennage is the rudder leading edge. I created it in the same way as the leading edge of the elevator: from a single circle (see my post from January 9th). I extruded it into a cone (figure "a", below), then removed the unnecessary faces and created new ones (figure "b", below):

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Figure below shows the completed empennage (note that I also created the fin spar):

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The last missing element is the tail tip. It has a rather complex shape, so I started modeling this part by copying its outer edges from the fuselage, fairing, rudder and elevator. You can see them in the picture above. I do so when I have no clear idea how to start. In the next post I will describe what I did next.

In this source *.blend file you can evaluate yourself the model from this post.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, February 13, 2016 1:52 PM

The tip of the SBD tail was a light fairing, attached to the last bulkhead (at station 271 — see figure "b" below). That’s why you can see “NO PUSH” label on the photo in figure "a". The tail wheel was attached to the bulkhead 271, which transferred the resulting loads forward, via the tail structure. The tail tip fairing was always free of any significant loads. However, the shape of this part is a combination of the empennage fairing and the last fuselage segment. What’s worse, there is a large opening at the bottom — for the eventual tail wheel deflection:

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I had no initial idea about the mesh topology that I should use for such a part. Thus I started by copying all of its external edges from the adjacent objects (see figure "a" below):

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Then I worked out an idea of its topology by sketching possible mesh edges on a scrap of paper. (I often do that before I start modeling a complex mesh). You can see the scan of my sketch of this tip in figure "b", above. I “think by drawing”, so this method helps me to better realize the shape that I have to create. These working sketches object do not have to perfect. The more important thing is the order of the individual edges and vertices (identified by the numerical IDs).

When the mesh topology on the sketch looked simple enough, I started building this mesh by extruding the trailing edges of the elevator fairing (see figure "a" below):

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Then I extruded the upper edge of the elevator fairing into another rectangular “patch” (see figure "b", above). In the next step I extruded similar “patch” from the rudder contour (see figure "a", below):

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Finally I filled the gaps between these three mesh “patches” by creating two rows of new faces (as in figure "b", above).

The resulting subdivision surface required some minor adjustments of the control mesh vertices. They formed the proper shape of the mesh behind the elevator trailing edge (figure "a", below):

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While sketching this tip, I decided that it will be better to close it with a separate object — the “closing strip”. Such a strip reproduces the original piece of the sheet metal that contained the frame of the running light. (I thought that the side-view contour of this tail tip might require different edge distribution than the mesh of its sides). At this moment I created the initial segment of the “closing strip”: the part around the running light frame. Then I used it as the reference object for shaping the mesh of the tip sides (see figure "b", above)

I split the model surface into separate objects when I expect significant differences in their mesh topology. I “mask” outer edges of such objects by placing them along the original panel seams.

When the upper part of the tip was ready, I started forming its bottom part. As you can see in figure below, I did it in the same way as the upper fairing. First I extruded a part of the bulkhead contour (figure "a"), then I created new faces to incorporate this patch into the main mesh (figure "b"):

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I extruded the side faces of this tip from the bulkhead edge (figure "a", below), then filled the gap in the resulting mesh by creating a row of new faces (figure "b", below):

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(Note that I had to create more “bulkhead” edges in this mesh than I originally sketched (see the second figure in this post). Some of these edges came from the original vertices of the elevator edge, while the other were required by the shape of the bottom edge (around the tailwheel opening).

The ultimate number of edges in a mesh is often the sum of the vertices required to obtain appropriate shape on its opposite border edges.

Finally I extruded and merged the last part of this tip:

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As you can see in figure "b" above, I added an additional, diagonal edge below the trailing edge. I did it to obtain a better shape of the elevator fairing

Figure below shows the smooth resulting shape:

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I had no photo taken from the top or the bottom that would precisely reveal the vertical contours of this part. Thus I assumed that this tip is a smooth continuation of the tail cone (as I marked with the dashed line in Figure 38‑9). In the next post I will verify this assumption using available photos.

In this source *.blend file you can evaluate yourself the model from this post.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, February 20, 2016 2:45 PM

In the previous post I formed the shape of the SBD Dauntless tail tip. In this post I will finish its “closing strip” that contains the running light frame. I will also verify the overall shape of the tail tip using the available photos.

There is one thing I didn’t mention in the previous post, just to keep the narration focused on the pure modeling. Before the modeling I carefully studied the reference photos. In the result I found differences in the shape of the curved trailing edges of the fairing behind the elevator. On the photos you can see a straight fragment of this edge (figure "a", below). Its presence means that the curve of the trailing edge was smaller, and the fuselage was somewhat thinner here. You can see the differences between the real shape and my reference drawing in figure "b", below:

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I did not notice these detail before. As you can see, I applied this modification when I started to model this part.
When the mesh of the tail tip was formed, I worked on the “closing” strip. I created a part of it as a separate object in my post from 2016-02-13. Now I extruded it along the side contour (see figure "a", below), then extruded the side faces of this strip (figure "b", below):

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I rounded the sharp edges of this element with a fillet. It is dynamically generated by a multiple-segment Bevel modifier — you can see the result in figure "a", below:

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However, when I compared the bottom part of this tip to the photos, I saw that there are significant differences! Jut compare it in figure "a" and "b" above. The side edges of the tailwheel opening are less curved, and its rear edge is wider.

What is the reason of these differences? So far I tried to shape the bottom part of this tip as the smooth continuation of the previous tail segment (see figures "b" and "c", below). It seems that I was wrong: these lines were broken at station 271, where the tip fairing was attached to the last bulkhead of the tail (see figure "a", below):

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To correct this shape, I first made the tailwheel opening wider by rotating the bottom part of the mesh:

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Finally I adjusted the shape of the “closing” strip to this new opening (figure "b", above). Now it resembles the original in the photo.

When I fixed the shape of this opening, I noticed another difference, this time in the shape of the tip cross-section. It is revealed by the vertical panel seam behind the tailplane:

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This vertical seam seems to be flat, especially in the restored SBD from figure "b", above. In my model this line is much more convex (figure "c", above).

The primary reason of all these differences between my model and the real airplane is the lack of the reference: I have no photos of this fuselage tip taken from above. Thus I have to determine its shape on the plans by various indirect means — and assumptions. In such cases, when you shape it as a 3D model, you will often find errors in the reference drawing.


Well, to make this section more “rectangular”, I have to make the fuselage even thinner in this area:

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Yet the photos reveal another small difference, this time between the two different restorations of the SBD Dauntless: compare the photos "a" and "b" in the second-last figure above. The aircraft from photo "a" has the edges of the tailwheel opening bent inside, while in the SBD from photo "b" the tip cross-section contour is straight to the end. Which one is true? At this moment I do not know! However, it will be better to modify the mesh of this tip in a way that makes such a rounding possible. (You can always straighten a curved surface. However, bending a flat mesh requires additional edges). That’s why I modified the mesh topology around this opening, adding another “longeron” edge (figure "a", below):

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Then I shifted two bottom edges a little (figure "b", above), forming such a cross section as you can see in photo "a" (compare it with the shape in figure "c", above).

Below you can see tip, finished for now:

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I will recreate its internal reinforcements (bulkheads, stringers) later, during the detailing phase. At this moment I do not know whether I have to modify this part in the future. (It may happen when I find a better reference materials). Such a modification would require adjusting these internal structures, so it is better to postpone their creation as long as possible.

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will start to work on the engine cowling.

  • Member since
    January 2005
  • From: Cave City, KY
Posted by Watchmann on Saturday, February 20, 2016 6:22 PM

You're pretty good at pushing verts, Witold!  I'm envious. :D

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, February 27, 2016 2:02 PM

Watchmann

You're pretty good at pushing verts, Witold!  I'm envious. :D

Thank you! :)

Anyway, I published all my know-how in this guide, so you can easily adapt my methods!

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, February 27, 2016 2:03 PM

SBD Dauntless had a radial engine hidden under typical NACA cowling. The Douglas designers placed its carburetor air intake on the top of this cowling, and the two Browning M2 guns behind it. In the result, the upper part of the SBD fuselage, up to the pilot’s windscreen, had a quite complex shape:

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I am sure that I will tweak this shape multiple times before I reach the most probable compromise between all the reference photos I have. It will be much easier to do it by modifying a simple mesh instead of the complex topologies of the final cowling. Thus I decided to create first a simpler version of this fuselage section and adjust it to the all of the available photos. I will describe this process in this and the next post. Once this shape “stabilizes”, I will use it as the 3D reference in forming the ultimate cowling. Because I am going to recreate all the internal details of the engine compartment, I will create each cowling panel as a separate object.

I started by creating the three key contours of the NACA cowling:

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Section 1 (see figure "b", above) was a perfect circle, while section 2 was a little bit higher than wider (see figure "a", above). Ultimately section 3 was a regular ellipse. Note that all these sections have the same number of the vertices (32).

Once I created these three edges, I connected them using three arrays of faces. Them I added in between (using the Loop Cut command) three additional edge loops. I needed them to form the curved forward part of this cowling:

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As you can see above, I fit the silhouette of this NACA cowling to the reference photos. This is a photo of the SBD-5, so I moved this cowling forward by 3.5” (see in this post about differences between SBD-3 and SBD-5 cowlings Figure 4-6, for the explanation).

When I finished the NACA cowling, I formed the basic shape of the next fuselage section:

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I created this part in the same way as the previous one. First I copied and shrunk the last NACA cowling edge, creating the gap for the outgoing air. Then I copied the firewall edge, and joined these two edges by an array of new faces.

In the next step I extruded the upper part of this surface, creating the section below the windscreen:

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It is a “linear” continuation of the previous fuselage segment. I fitted its sides to the mid-fuselage, which I formed some months ago.
The next elements are the “bulges” that covered breeches of the Browning M2 guns. In this ‘quick and dirty’ approximation I formed them from a separate mesh patch (see figure "c", below):

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Of course, I verified their shape on the available photos, as you can see in figure "c", above.

This comparison revealed, that the intersection lines between these “bulges” and the main fuselage require some improvements: they have to resemble straight lines:

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To obtain such an effect, I had to decrease the upper radius of the last bulkhead (figure "b", above). In such a simple mesh it required just to move a few vertices. If I had to perform such an operation on the final panels, it would be much more difficult!

In the front of the gun barrels there were long recesses in the NACA cowling. The outer edges of such a feature are always a tough test for the model, because they depend on the proper shape of the both intersecting elements. First of these objects is the NACA cowling, the second is the shape of this recess — a cylinder in this case:

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I cut these openings using a Boolean modifier. Figure below shows the result:

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In figures "b" and "c", above, you can see the evaluation of the obtained contours. They seem to fit the borders of the recesses on the reference photos. (There are minor differences, but I suppose that they are results of the rounded edges of these features.

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will continue shaping this first approximation of the engine cowling.

  • Member since
    January 2016
  • From: Salt Lake City, Utah
Posted by Sailor Steve on Saturday, February 27, 2016 3:31 PM

I don't want to interrupt your thread, but I was thinking about how earlier on you said that there were others who are better at this than you.

I have my own little corner of my base website where I show off my plastic models. Everybody there tells me how brilliant I am and wonderful my models are. I reply that not one of them could even compete in a contest, let alone win. All I see is the warts.

What I'm trying to say is, you say there are others better than you. Maybe, but I don't see it. I think your work is brilliant, and I've read this entire thread at least once through, and I keep coming back to see what's next. Keep up the good work.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, March 5, 2016 2:33 PM

Sailor Steve, thank you very much!

Just one thought about this fragment:

Sailor Steve

(...) you say there are others better than you. Maybe, but I don't see it.  (...)

 

 
Fortunately, I am able to point web sites of these modelers. You can find them at the begining of this introduction (see the 'Motivation' section). There is also a small forum of the 3D modelers, where you can find some interesting pieces.
  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, March 5, 2016 2:35 PM

In this post I will continue my work on the engine cowling. I started it in the previous week by forming a “first approximation” of the forward part of the SBD Dauntless fuselage. Now I will create the last elements of this auxiliary object.

First of them are the covers around the M2 gun barrels. They were hinged around their inner edges, and their cross-section varies from a semi-circle at the NACA cowling to a flat line at the firewall:

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I started forming this cover from a conic cylinder, created around the gun barrel:

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Then I cut out its bottom part and flattened its end section along the side “bulge”:

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I formed it to resemble the gun barrel covers as they were in the SBD-1..-4s. Studying the photos I identified that this detail looks a little bit different in the SBD-5 and -6:

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As the last element of this auxiliary object I will form the windscreen. I need it for determining the ultimate slope of the “bulges” around the breeches of the M2 guns, and for checking the shape of its intersection with the fuselage. (If I did it later, it could reveal some unexpected surprises about the fuselage geometry, resulting in additional work).

I used the reference photos to determine the basic radii of the canopy hood and the windscreen cross sections:

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(In this aircraft canopy hood slide under the windscreen, thus the radius of the windscreen cross-section was a little bit larger). As you can see in Figure "b", abve, the obtained contours differs a little to my reference drawings. (It seems that on these drawings the top of the cockpit canopy is a little bit lower than I have ultimately found it now on the photos).

In the next step I determined the radii of the cylindrical fragment of the windscreen:

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It seems that it was not a regular cylinder — its radius at the top of the windscreen seems to be larger than the radius at the bottom (figure "a", above).

I created this cylinder as the first part of the windscreen surface (figure "a", below). I verified its shape using another reference photo (figure "b", below):

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In the next step I removed the rear part of this cylinder and formed the flat, triangular side plates of the windscreen. As you can see in figure "b" above), they were hinged, providing the maintenance access to the M2 guns on the cockpit sides.

Then I extruded two additional rows of faces, forming the upper part of the windscreen (figure "a", below):

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When the shape of the intersection between the windscreen and fuselage matched the reference photos, I also verified its side contour (figure "b", above).

Figure "a" below shows the complete object that approximates the shape of the SBD engine cowling. I set its color to red, as I do for all the reference objects in this model:

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In figure "b" above you can see that it fits pretty well the reference photos. This is a picture of the SBD-5 from Chino Air Museum. The SBD-5 and -6 had their engines and the NACA cowlings shifted forward by about 4”, so did I in this model (see in this post Figure 4-6 for details).

In this source *.blend file you can evaluate yourself the model from this post.

  • Member since
    March 2012
  • From: Corpus Christi, Tx
Posted by mustang1989 on Sunday, March 6, 2016 9:12 PM

I've been following this since it started last year and think the world of this venture that you are on. You point out there are others into this and that's great. I , for one, appreciate that you are taking the time to post this here for all who are interested here to see. It may at times feel that you are posting to yourself as I don't see many responses, but I can tell you that I'm watching all this closely.

 

Joe

                   

 Forum | Modelers Social Club Forum (proboards.com) 

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, March 12, 2016 2:18 PM

mustang1989

I've been following this since it started last year and think the world of this venture that you are on. You point out there are others into this and that's great. I , for one, appreciate that you are taking the time to post this here for all who are interested here to see. It may at times feel that you are posting to yourself as I don't see many responses, but I can tell you that I'm watching all this closely.

Joe

Thank you very much! Indeed, I want to popularize this new branch of our hobby. Posting in this thread is just a weekly reporting of the progress. Even when there are no answers, I can see the growing visit counter - and the 5-"star" rating, so it is not bad :).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, March 12, 2016 2:20 PM

In this post I describe a break in the modeling that I made this week, because I had to fix my reference photos before the further work. The reason for this fixing was simple: the NACA cowling of my model did fit only the long-lens photos. For the further work I needed more information. This information was available in the high-resolution photos made by the Pacific Aviation Museum Pearl Harbor. However, they are slightly distorted.

In the ‘mathematically ideal perspective’ calculated for the computer cameras all of the straight lines remains straight. Unfortunately, the real-world camera lens can slightly deform (bend) the straight contours. This is so-called ‘barrel’ (or ‘cushion’) distortion of a photo. Unless you are using a panoramic lens, this deformation is hardly noticeable for the naked eye. Unfortunately, these differences become evident when you place a photo behind a 3D model, projected by a computer camera.

In case of reference photos that I used to verify my SBD Dauntless, the differences caused by the barrel distortion are visible around the forward part of the engine cowling:

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It is really difficult to find the precise shape of this airplane on such a deformed photo. Thus I started searching the Internet for a method that would allow me to revert this deformation. First I encountered some advanced tools, like Hugin software. However, it seems to require series of similar photos to make a really improved picture. None of my single photos met this criteria.

On the Internet I also found some general scientific/engineering papers about the barrel distortion, as well as the tutorials how to fix it (for the architectural visualizations). They advised to use some originally straight contours/lines visible on the photo to estimate the image distortion. Indeed, for the photos as above, I can use the splits between airstrip slabs as such a reference:

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I marked these lines on the photo above using dashed line. To see better their deformation, I draw along them straight lines, in blue. Note that these straight lines are tangent to the dashed lines on the left side of this picture. On the right side of this picture you can see maximum deformation of these split lines. This is the evidence of the barrel distortion.

I tried to reverse barrel deformation of this image using these split lines as indicators. I used a simple Lens Distortion filter from GIMP 2-D graphic program. The idea was that when I apply a deformation that makes these lines straight. Maybe such an operation will reverse the whole barrel distortion in this photo?

Figure below shows the Lens Distortion filter dialog window (GIMP), which I used to find the proper “reverse deformation” for this photo:

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As you can see I used only the first (Main) parameter of this filter. I decreased its value until the split between the airstrip slabs on the preview became straight.

Then I matched the projection of my 3D model to this photo:

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This is really a rough, approximate method, but the obtained results look really promising! Now the whole cowling fits the modified photo!

If it worked well for this picture, I tried it on another one:

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The SBD fuselage spans over the whole length of this photo, thus the barrel distortion is more visible here. You can see it in the fin and the last bulkhead (see figure "a", above), as well as in the engine cowling (see figure "b", above). However, the contour of the hangar roof was a great reference for the reverse deformation. What’s more, the GIMP dialog windows preserves the last used parameters. Thus I even did not have to adjust again the Lens Deformation filter! The same value of Main = -6.8 (as set in the filter dialog window - see the third figure in this post) made this hangar roof ideally straight. Both photos come from the same source, and their EXIF data reveal that they were made by the same camera. Thus I think that this deformation value is the “constant” property of this particular camera, which is repeated in each photo it made.

As you can see in figure above, after reverting the deformation, this picture perfectly matches the 3D model over the whole length, from the cowling to the fin.

During careful examination of all the nook and crannies of the fuselage, I encountered the difference at the root of the tailplane. In my model this rib seemed little bit shorter than in the photo (figure "a", below):

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When all other element of this section fits the photo, such a gap means a real difference between my model and the original airplane. After some tweaks I decided that this rib was less deflected from the fuselage centerline (figure "b", above). (It seems that I made wrong estimation of its angle when I sketched these drawings). In fact, this rib run in parallel to the fuselage surface. Figure "c", above, shows that such a modified rib fits the reference photo pretty well.

As in the science: the theory is widely accepted, when it allows you to discover something previously unknown. These updated photos allowed me to find another error in my model!


I quickly converted most of the other photos from the same air museum. Unfortunately, I encountered the limits of this simplified method, when I tried it on the photos taken from a ¾ view:

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I could not fit the model to the modified version of this photo! I had to revert to the original picture and its matching (using a slightly different lens length co compensate most of the barrel deformation).

It seems that the simple method of applying Lens Distortion deformation works only for the objects set in parallel to the picture plane.


For the consolation, I scanned again the Google image search (I have not done it for over four months). It was a fruitful idea, because I found two new reference photos, made by a long-lens (600 mm) camera. (They were published in this post from General Aviation News blog). The first of these pictures is even more banked aircraft than I have found before:

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In spite of the same Navy blue camouflage, this is a different SBD-5 from Commemorative Air Force (note its '5' side number). It allows me to verify the important details of the vertical view: the width of the fuselage or the shape of the engine cowling. As you can see, the model fits this photo pretty well. In particular, I found here the confirmation of the new deflection angle of the tailplane root rib.

Another photo is an extremely high resolution (5400 x 3600 px) picture of the same aircraft, taken during landing. It allows me to check better the side view details:

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Ultimately, on such a detailed picture I was able to find the dynamic deformation of the wing: it is slightly bent upward, so its tip is no more than an inch above its non-loaded location. The Dauntless wings were as stiff as in the fighters!

In this source *.blend file you can find one of these updated photos.

In the next post I will start to work on the NACA cowling details, using the reference objects formed in the two previous posts.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, March 19, 2016 2:42 PM

In this post I will shape panels of the Dauntless NACA cowling. Working on the scale plans a couple months ago I came to the conclusion that the basic shape of this cowling was the same in all the SBD versions (see Figure 4.6 in this post). You can find the differences in their ‘ornaments’, like the sizes and locations of the carburetor air intake, or the number of their cowling flaps. Thus I used the high-resolution, long-lens photo of the SBD-5 (described in the previous week), to determine the ultimate shape of this cowling, and the split lines of its panels (figure "a", below):

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Basically, the SBD Dauntless NACA cowling was split into a single upper panel and two symmetric side panels. I started by copying corresponding part of the reference shape (created in this post) into the single side panel (figure "b", above). The subdivision surface of such a 120⁰ mesh ‘arc’ is somewhat flat at both ends. Thus I had to tweak a little mesh edges in these areas, fitting them to the reference contour.

In the next step I extruded the ‘strip’ that overlapped the upper panel (figure "a", below):

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I also marked the bottom edge of this panel as sharp (figure "b", above). In fact, the right panel overlapped the left panel along this line (they were similar, but not identical).

What’s more, in the SBD-5 and -6 the split line between these panels was shifted left by about one inch. Nevertheless I decided that I will split these two panels later, during the detailing phase. At this moment I just dynamically mirrored the left panel using modifiers. It will be easier to unwrap in the UV space this single element, then copy its unwrapped mesh and form the right panel during the detailing phase.

To keep the topology of this mesh as simple as possible, I decided to cut out the exhaust stacks openings using a Boolean modifier:

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The high-resolution photo was a very useful reference for the ultimate check of the shape of this opening. (Its contour contains two arches connected by short straight lines).

In a similar way I cut out the space for the cowling flaps:

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Actually, I am preparing the three-flaps sections, as used in the SBD-1.. -4. Note that I used the same auxiliary object to cut the upper cowling panel.

The overlapping ‘strip’ along the upper edges of the side panels was chamfered just on the cowling leading edge (figure "a", below):

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It would be very difficult to shape such an effect ‘in the mesh’ here, because of the two-dimensional curvature of this area. That’s why I created it using two auxiliary objects and another Boolean modifier (as in figure "b", above). This was the last detail of this panel, for the modeling phase.

The next element are the cowling flaps. Initially I created them as a three-segment ‘strip’ (one quad face per each flap). I marked all edges of this initial mesh as ‘sharp’ (Crease = 1). Once I determined the size and shape of these basic faces, I added new, internal edges and started to bend this ‘strip’ along the reference shape (red object in the figure below):

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When this ‘strip’ was fitted to the reference cowling panel, I added temporary edges connecting their opposite vertices. These auxiliary lines helped me to determine direction of individual rotation axes of these flaps, as well as their origins (figure "a", below):

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Then I separated appropriate fragments of this mesh into three cowling flaps (figure "b", above).

Finally I cloned and mirrored the three left cowling flaps into the three right cowling flaps (figure "a", below):

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At this moment the right flaps objects have a negative scale, thus for the movement test I have to rotate these left and right flaps separately (along their local Z axes, using the Individual Centers pivot point mode — as in figure "b", above).

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will form the gun recesses in the upper cowling panel. It will be a quite difficult detail!

  • Member since
    May 2014
Posted by SubarooMike on Monday, March 21, 2016 5:24 PM

Where did you learn this art?

  • Member since
    June 2014
Posted by Witold Jaworski on Thursday, March 24, 2016 3:48 AM

SubarooMike

Where did you learn this art?

 
Well, I am a self-taught. I determined my methods using various available resources (books and tutorials). However, I paved the way for the others, describing everything in a comprehensive guide Star :).
  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, March 26, 2016 2:21 PM

The gun recesses in the aircraft usually are tricky elements. Their edges depends on the shape of two curved surfaces: the fuselage around the recess and the tubular inner surface. When you make mistake in any of these two shapes — you have to remodel the whole thing.

In the SBD there are two symmetric gun recesses in the upper part of the NACA cowling. Figure below shows the left one:

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As you can see on the photo, these recesses were formed in a separate metal sheet. It was riveted afterwards to the main body of the NACA cowling. I will repeat such an arrangement in my model, because using a separate object for such a feature simplifies its mesh. (I can make this mesh denser than the NACA cowling around it, and still I do not have to worry about the topological implications). The sheet metal around these recesses seems to be relatively thick, which ultimately makes the fitting of this panel to the NACA cowling surface easier. To make some space for this dedicated panel, I created initial openings for the gun recesses in the upper panel of the NACA cowling. They are generated by a Boolean modifier, and are a little bit larger than the final recesses.

The most difficult part of the gun recess in this aircraft is the fillet around its edge. To obtain a high-quality shape, I decided to start this panel as two separate objects. The first of them is the tubular inner surface (copied from the “cutting” object used in the Boolean modifier). The second object is just a small cylinder, which radius is close to the fillet radius. I will deform it along a 3D curve, which follows the border of the gun recess opening:

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When I started to extrude subsequent segments of the “fillet” cylinder, it automatically follows the assigned curve. (The curve allows me to do it without worrying about preserving the circular cross-section along the whole length of the opening border). Technically, this is the effect of a Curve Deform modifier that I assigned to the cylinder object. This is the first modifier in the stack, and it precedes the smoothing (Subdivision Surface) modifier. Such an arrangement allows me freely slide the circular cylinder sections around the opening border, finding the proper locations for these key vertices:

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Then I shifted this resulting contour down, and adjusted its “spine” curve so that the “fillet” cylinder barely touches the opening edge.

When the basic cylinder was shaped, I removed (applied) the curve modifier, as well as the unnecessary ¾ of the cylinder surface. The result is a regular fillet, formed around the opening (figure "a", below):

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Now I started prepare the inner part of this recess for joining with this fillet. I had to add some additional sections. They are placed at the corresponding sections in the fillet mesh (figure "b", above).

When all the edges of the inner recess mesh were verified and adjusted to match the filet, I joined these two objects and removed the unnecessary faces (figure "a", below):

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Then I created new faces that join these two meshes (figure "b", above).

Once the inner part of the recess panel was completed, I started to form its outer part by extruding its outer edge (figure "a", below):

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I placed its vertices on the outer edges of this panel (figure "b", above). Then I added another edge loop in the middle and started to elevate the ‘sunken’ part of this surface above the cowling panel (figure "c", above).

Figure "a" below shows the outer surface neatly fitted to the cowling. As you can see, it requires not one, but two inner edge loops outside the fillet, to reproduce circular cross section of the NACA cowling around this recess:

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Finally I used the same auxiliary object as for the underlying panel to cut out the space for the topmost cowling flap (figure "b", above). (It is made using the Boolean modifier).

The gun recess in figure "b", above, looks good enough. However, when I looked onto another reference photo, and then onto another, I slowly started to discover that these recesses had different cross sections! I assumed that it was an arc, while the more I study the photos, the more I came to a conclusion that it had narrower, ‘U’-shape cross-section!

Such surprises are common, when you are making a precise model. Thus, do not assume that the progress of your work will go as a "waterfall". It is more similar to a "spiral": you often come back to the completed parts and adjust some of their details. Just keep the objects ready for such situations: they are normal part of the work.

That’s why I still keep as much features as possible implemented as the modifiers applied to relatively simple meshes. Thanks to such an arrangement, the adjustment of the recess shape does not require a lot of work:

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First I created a simple auxiliary object as the reference of the correct cross-section shape (white contour in figure "a", above). Then I placed the panel being modified over the reference shape of the NACA cowling (in red). Then I started to shift the complete fillet sections and the near lengthwise edges in the front view, placing them on the new contour. When it was done, I made minor adjustments along the recess edge, shifting the fillet sections until they fit the red surface of the NACA cowling

The difference in colors helps me to estimate the remaining deviations from the reference surface. I usually shift the modified section downward, until the resulting gray surface around it ‘sinks’ in the red reference surface. Then I move it minimally upward, so that the resulting surface appears just above the reference object.

Figure below shows the final result: gun recesses in the upper panel of the NACA cowling:

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For convenient “handling”, the gun recess panels are attached to their cowling panel by the “parent” relation in the internal hierarchy of this model.

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will form another element of the upper cowling panel: the carburetor scoop.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 2, 2016 1:53 PM

This week I have worked on the carburetor air scoop. This scoop passed significant evolution in the subsequent Dauntless versions. In the SBD-1 there was a rather large air duct placed on the top of the NACA cowling (see figure "a", below):

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However, it was quickly discovered that it obscures one of the most important spots in the pilot’s field of view: straight ahead and slightly below the flight path. That’s why it was somewhat corrected in the next version (SBD-2). In this aircraft the designers lowered the scoop, increasing the field of view from the cockpit (see figure "b", above). Such a solution persisted in the SBD-3 and -4. In the SBD-5 they completely redesigned it, placing the carburetor scoops inside the NACA cowling (more about this — see in this post the paragraphs around Figure 11-6).

Close examination of the various reference photos led me to the conclusion that in the SBD-1 the air duct ran between the inner surfaces of the scoop and the top of the NACA cowling (figure "a", below):

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There was a rectangular opening in the rear part of the cowling, located just above the Bendix-Stromberg carburetor of the R-1820 engine. (There was a short, vertical duct inside the NACA cowling from this opening to the carburetor intake. I will model it later, together with the engine).

The later scoop version (from the SBD-2, through SBD-3, up to SBD-4) was a typical “quick and dirty” solution for the identified problem. The designers could not split the upper panel to place the lowered air duct there, because it would hinder the stiffness of the whole NACA cowling. Instead, they cut out another rectangular opening in its leading edge (figure "b", above). In this way a half of the incoming air went to the engine as before, over the NACA cowling. However, the bottom part of the air stream was directed below the cowling surface. Both streams were joining inside the rear opening, before they went into the carburetor.

I created both openings using Boolean modifiers:

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Then I started by forming the lower part of the air intake. I started with a single strip fitted to the side edges of the frontal opening (figure "a", below):

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Then I extruded this edge and flatten the subsequent segments, forming the characteristic shape of the inner inlet, as in the reference photos (figure 'b", above).

When this first part of the bottom air duct was ready, I extruded its subsequent segments, forming the rear part (figure "a", below):

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Finally I reduced the roundings along the duct side edges by adding there a multi-segment Bevel modifier. It not only diminished their size, but also made its cross section more circular (figure "b", above).

When the bottom part of the scoop was ready, I started the upper part. It begins in the same way: from a single strip, fitted to the cowling surface (figure "a", below):

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Then I extruded the vertical faces (figure "b", above).

In the next step I extruded their upper edge into the horizontal surface (figure "a", below):

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Finally I extruded the subsequent segments of the rear part of this mesh (figure "b", above).

Initially I kept the lengthwise edges of this object sharp, because I intended to create their fillets using the Bevel modifiers. However, a careful study of the reference photos revealed that the radii of the upper and bottom edge vary along the length of the scoop. Thus I created them by adding two additional lengthwise edgeloops to this mesh:

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Figure below shows the real scoop (on the left) and the final version of the same scoop my model (on the right):

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Although I did not managed to set up the picture on the right precisely as in the left photo, the carburetor scoop looks quite similar on both images. I can leave it “as it is” and start the work on the next cowling element. I can always fix its shape during the next stages of this project.

In this source *.blend file you can evaluate yourself the model from this post.

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    June 2014
Posted by Witold Jaworski on Saturday, April 9, 2016 2:23 PM

In this post I will finish the engine cowling of the Dauntless (of course, for this stage of the project). In the previous posts I formed its outer panels. In the case of the air-cooled radial engines like the one used in the SBD, there is always another, inner panel: the central part of the cowling. It is located behind the cylinders and exhaust stacks. In the classic arrangement of the NACA cowling it is nearly invisible. In the SBD-1..-4 you could see only its outer rim. That’s why I had to use all available pictures of the Dauntless engine maintenance or the wrecks, to learn about its general shape:

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This panel had two variants. The first one (let’s call it “flat”) is visible on the photo above. It was used in the SBD-1..-4. In the SBD-5 and -6 the engine was shifted forward by 4”, so the central panel became a little bit longer (“deeper”).

Frankly speaking, I still need more photos and drawings to better determine the shape of this part, especially the details of its earlier, “flat” version! Let me know if you have one — I am especially interested in the upper area, around the carburetor, in the SBD-1…-4. (The few photos that I have reveal that behind the upper cylinders of the R-1820 engine there was a vertical air duct from the air scoop to the carburetor. I still need to determine its shape, as well as the shape of the inner cowling around it).

That’s why I decided to determine the exact shape of this hidden panel later, when I fit the engine and its mounts. (I count on the indirect information coming from the geometry of the engine mount and the exhaust stack shape). At this moment I am leaving this area “as it is”, because too much of its geometry is based on my assumptions.

However, I can precisely shape the recesses around the gun barrels, because they are better visible on the photos. I have to make these details easily adaptable when I have to alter the shape of this panel. (I expect that in the future I will tweak the area around the carburetor multiple times, before it “stabilizes” in the most probable state).

The cross-section of these gun recesses have the same shape as their troughs in the NACA cowling. Thus I started by copying the control polygon of this “U”-like cross-section shape (five control vertices) and extruding it into an auxiliary “trough” (see figure "a", below):

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I examined the interesection edge of this auxiliary object with the central panel. The goal was to place its vertices as close as possible to the existing mesh edges. I could easily check it in the front view, because the “trough” in this projection is reduced to a single contour (figure "b", above). While the both of its side vertices are very close to one of the elliptical edge loops, the middle vertex was too far from the nearest radial edge loop. I had to adjust the mesh of the central panel by rotating a little all of its upper radial edges.

After these preparations, I generated in the panel mesh the intersection edge with the auxiliary “trough” (I used my Interesct add-on for this purpose):

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I removed the three vertices that were inside the contour of this intersection. It also deleted all the mesh faces around these points. Then I created new faces in this place, merging the intersection contour with the rest of the mesh of this panel (as in the figure above).

Figure below shows how I created the inner surface of this gun trough:

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I started by creating a new face that “bridged” the opposite edges of the opening. Then I split it twice, obtaining three inner edges. I placed these edges directly behind the corresponding vertices of the opening contour. Then I closed this opening, creating the four remaining faces. (Now I can see that I could do the same in a simpler way, by extruding the bottom part of the opening contour. Never mind, both methods lead to the same result). At this moment the edges of this recess are too smooth. To reduce the radius of this rounding, and make it similar to a regular fillet, I assigned these edges the full Bevel Weight (=1.0). Then I added to this object a multi-segment Bevel modifier (before the smoothing Subdivision Surface modifier). The last picture from figure above shows the faces generated by this Bevel, before they were smoothed.

Finally I compared the shape of the resulting gun trough to the corresponding troughs in the upper cowling panel:

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(I made it transparent, to better see the eventual differences in their shapes). Indeed, there were some deviations. I quickly fixed them, adjusting in the front view the whole edges of this recess. (In this view these edges are reduced to a single point).

Now I have to trim ends of the troughs in the NACA cowling, creating the space for the central cowling panel. I could do it by modifying their mesh. However, because the shape of this panel may be altered in the future, I decided to use another Boolean modifier for this purpose. I just created an appropriate auxiliary object, and applied it to the gun trough panel:

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This was the last element of the NACA cowling. Figure "a", below, shows the recesses in the central panel that I formed in this post, while figure "b" shows details of the whole assembly:

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As you have probably noticed in the course of the few previous posts, I had often to move the location of the NACA cowling, switching between the SBD-5 and the SBD-3 versions. To avoid such endless movements in the future, I decided to split the Bledner file of this project into several separate scenes for each Dauntless version that I need. For the beginning I created two additional scenes, for the SBD-1 and SBD-5. They are named after the Dauntless version they contain, thus I renamed the current scene to “SBD-3”.

Figure below shows the SBD-5 scene (and the scene selection menu):

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When I created the scene for this Dauntless variant, I chose the option that created it as a copy of the original scene. Initially both scenes share the same objects (the same fuselage object or the wing objects are “linked” to SBD-3 and SBD-5 scenes). In the effect, I can edit these shared objects in any of these scenes. Every change I apply to their meshes, modifier stacks, or general positions/scales/rotations is visible everywhere.

Because the NACA cowling in the SBD-5 was shifted forward by 4”, I had to make in its scene local copies of the panel objects. However, they still share with the SBD-3 their meshes. In the effect, they became “clones” of their counterparts from the SBD-3 scene. Clones share the common meshes, thus they have the same basic shape, but they can have different general transformation (location/rotation/scale). Thanks to this, in the SBD-5 scene the bottom panels of the NACA cowling have the same shape as in the SBD-3, but their location is different. What’s more, the clones can have different modifier stacks. Thus in this SBD-5 model I was able to remove the carburetor scoop openings from the upper NACA panel, and modify the cutouts for the different cowling flaps (see figure above) because they were generated dynamically, by a Boolean modifier.

Ultimately — there are a few objects specific for the SBD-5, which exist only in this scene: the central cowling panel and the panels around the gun troughs. I copied their meshes from the SBD-3 and then modified them according the SBD-5 reference drawings. In the SBD-5 the central cowling panel, placed behind the engine cylinders, was longer by 3.5” than in the previous versions. I had to scale and reshape this mesh. Fortunately, its gun recesses (formed at beginning of this post) are easily adjustable, thanks to their simple topology.

In similar way I created a separate scene for the SBD-1:

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At this moment the only difference between the SBD-1 and SBD-3 is the carburetor scoop on the top of the NACA cowling. However, there will be another minor differences in the next row of cowling panels.

In the future I will also create the SBD-2 scene (combining the NACA cowling from the SBD-3 and further cowling panels from the SBD-1), and the SBD-4 scene (basically – it is the SBD-3 with the SBD-5 Hamilton Standard Hydromatic propeller). As you can see, the SBD-2 and SBD-4 will be just combinations of various parts from the “key” versions (SBD-1, SBD-3, SBD-5), thus I will create them at the end of this build.

In this source *.blend file you can evaluate yourself these SBD-1, SBD-3 and SBD-5 scenes and their initial contents. In the next posts I will continue my work on the SBD-3, then update the SBD-1 and SBD-5.

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    June 2014
Posted by Witold Jaworski on Saturday, April 16, 2016 1:21 PM

This relatively short post contains a digression about the aircraft shape. It was sparked by a suggestion that I received. Some time ago Alan from SOARING Simulator.com pointed me that the SBD NACA cowling was not as smooth as in my model (thanks, Alan!). He suggested that its contour was created from a combination of two or three arcs and a straight segment:

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I thought about it and decided that this is a highly probable hypothesis. For most of the 20th century aircraft engineers did not have CAD systems. During that “BC” (“Before Computers” :)) era the typical problem in the ship, aircraft, or car industry was: “how to precisely recreate in the workshops the shapes sketched — usually in scale — on the designers’ drawing boards”. The most important shape — the wing airfoil — was recreated using a “cloud” of data points. However, it was a time-consuming (i.e. costly) method. That’s why for the less important areas, as the fuselage, designers used simpler solutions. The most obvious method to define a specific contour was a curve composed from two or three arc segments. It is relatively easy to recreate such a contour, because you need only to know the radii and the center point coordinates of the subsequent arcs. For example, there are many cases of such curves in the P-36 and P-40. There was also another drawing method for obtaining more “fancy” shapes (like the rudder contours) which was based on a general conic curves. To overcome this problem in a more advanced way the design team of the P-51 “Mustang” described all key contours of this aircraft using polynomial (2D) functions. Still the resulting points of the “Mustang” curves had to be calculated by hand!

The modern, computer-generated curves and surfaces (Bezier, NURBS, subdivision) have continuous curvature (as in figure "a", above). Thus it requires some effort to recreate in a computer model such a contour like the one sketched in figure "b", above), where the curvature continuity is broken between each segment. (BTW: the air flow “likes” the shapes that have continuous curvature. That’s why designers always tried to preserve it in the airfoil contours).

All in all, I turned to the reference photos, trying to identify a kind of the contour like the one depicted in figure "b", above). Ultimately I discovered a more severe break than the lack of the continuous curvature: a minor difference in the tangent directions along the panel seam (i.e. the contour of this NACA cowling does not preserve even the tangent continuity!):

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I marked the tangent directions along the panel seam in blue. This is a modern, high-resolution picture of a restored SBD-5. To exclude the possibility that this is an accidental inaccuracy made during restoration, I started to search for this break in all other photos. Surprisingly, I think that I was able to identify this “bulge” in the others SBD-5s. In the previous versions (SBD-1 to -4) it was hidden under the carburetor air scoop. But even there I think that I can trace it in the lines of the nearby panel seams (the gun troughs panels, side edges of the air scoop). Such a small deviations are usually a “side effects” of the technology applied to the particular element. Finally I used the reference photo to recreate this “bulge” in the side view:

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What’s interesting: previously the contour of this NACA cowling had a small convex break in the top view. (When I shaped it for the first time, without the additional section, I was not able to eliminate such a break in the tangent directions. It had to occur somewhere along this panel seam. I had only the choice where to place it, and I decided to leave it on the vertical contour). Now this contour is smooth, and there is a concave break in the side view.

I suppose that initially the forward ring of this NACA cowling was formed as a perfect solid of revolution. Then it was slightly deformed while fitting to the rear, “flat” part of the cowling. The cross section along the seam between these parts is not a perfect circle: it is somewhat higher than wider. Thus the rear edge of the forward cowling sheet had to follow this shape. It altered the tangent dimensions along this panel seam. In the top view it improved the fitting between these two panels of the NACA cowling. In the side view it only decreased the initial difference in the tangent directions.

Well, I hope that this post gives you a better insight, how we can deliberate on each small detail of the recreated airplane. In the overall picture of this aircraft the differences between the shapes before and after modification described above are hardly noticeable. However, I am a hobbyist, and sometimes we are the only ones who have the time to care about such minor things.

In this source *.blend file you can find this modified NACA cowling. (The change in its shape required some adjustments in the other panels).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 23, 2016 1:10 PM

In this post I will create the next section of the engine cowling. I copied its forward edge from the rear edge of the inner cowling panel. Then I extruded it toward the firewall:

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I am going to split this object into individual panels, thus I already marked their future edges as “sharp” (as you can see in the figure above). It allowed me to preserve continuity of the tangent directions around these future panel borders from the very beginning.

In the next step I created the space necessary for the covers of the gun barrels:

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Then I split this object into separate cowling panels:

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I also used auxiliary “boxes” and the Boolean modifiers to cut out various openings in the side and bottom panel.

To keep the mesh topologies as simple as possible, I decided to model the inner part of the air outlet in the side cowling as a separate object:

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(In the real SBD-3 it was also a separate piece of sheet metal). Its vertical contour was rounded to fit the fuselage behind the firewall (as you can see in Figure 48‑4), thus to shape it in this way I added three additional edge loops in the middle of this mesh.

The initial version of the gun cover was copied from the reference object, then I adjusted its shape fitting it to the adjacent panels (at least to their contours — see figure below):

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Note that it is possible to have a corner in the middle of the border of a 3D surface that was carefully fit at its front and the rear contour (see the figure above)! In this case this is an intended effect, recreating the effect visible on the reference photos.

The last element of this cowling is the adjustable scoop (see the figure below), directing the air into the oil radiator (hidden inside engine compartment). It seems to have thick walls, but I suppose that they were empty inside (however, I am not sure — I cannot see any seams there):

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I started forming this element by fitting its bottom surface into the fuselage contour:

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Then I formed the side walls of this object. As the reference I used an auxiliary circle, centered at the scoop pivot point (as in figure "a", below):

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Then I created the thick walls of this scoop using a Solidify modifier (see figure "b", above)

Initially I was going to round the edges of this object using a multi-segment Bevel modifier, placed after the Solid modifier. However it occurred that the Solid modifier created in some corners of this mesh dynamic faces that cause problems in the result generated by the Bevel modifier. Thus I had to “fix” the results of the Solid modifier before using the Bevel tool. You can see the rounded, thick edges of this scoop in figure "a", below, while figure "b" demonstrates the complete cowling panels:

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Figure below shows the complete engine cowling, compared to an original aircraft:

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Note that the model in the picture above uses different lighting than in the photo. It results in different shadows and reflections from the curved surfaces of the fuselage.

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will create the last panel of this fuselage: the hinged doors in the front of the windscreen.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 30, 2016 1:40 PM

In this post I will form the fuselage panels in the front of the windscreen. In the SBD there were two hinged cowlings, split in the middle. They allowed for quick and easy access to the M2 gun breeches and the internal cabling behind the instrument panels:

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The parts of the fuselage around the cockpit are always tricky to model. It especially applies to the panel around the windscreen. When you obtain the intersection edge of these two objects, it can reveal every error in the windscreen or the fuselage shape. To be better prepared for this task, I created an auxiliary, simplified model of this fuselage section (see this post and the next one). Now I copied a part of it as the initial mesh of this panel:

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In the next step I used my Intersection add-on to obtain the intersection edge between this mesh and the windscreen object (see figure "a", below):

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Initially this edge is not connected to any of the mesh faces. To fit this panel to the windscreen I removed some of the original faces and created in their place the new ones. They incorporated the intersection edge into this mesh (see figure "b", above).

The resulting curve that I obtained in this way required just a few minor adjustments (see figure "a", below):

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It is always good idea to check this shape in the reference photo (see figure "b", above). Fortunately, it seems that my edge between the windscreen and the fuselage fits its real counterpart.

When I verified the basic shape of this panel, I extruded it into the “frame” strip that spans around the windscreen:

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To obtain a shape that resembles the real part, I assigned to the intersection edge a multi-segment Bevel modifier. It produces a fillet that forces the Subdivision Surface modifier (applied later) to generate a more regular rounding along this windscreen bottom frame.

Finally I created the armor plates that were attached to this hinged cowling. It was an easy part: I copied corresponding fragment of the cowling mesh, then I used a Solidify modifier to make it thick enough (on the photos it seems to have just a few millimeters):

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I think that in this armor I will use textures (bump texture, ref texture) to recreate the bolts and the circular recesses around their heads (as visible in the photos). However, I will do it during the next stage of this project.

The last element that I modeled in this mesh was the seam along the bottom border of this panel. It was stamped in the sheet metal to overlap the upper longeron of the fuselage (see figure "a", below):

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I also thought about recreating this detail in the textures, but ultimately I decided that it needs a more pronounced appearance. It is an easy effect (see figure "b", above) that required just a few additional edges (as in figure "c", above).

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will form the multiple segments of the SBD “greenhouse” cockpit canopy.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 7, 2016 1:38 PM

Like many contemporary designs, the SBD had a long, segmented (“greenhouse”) cockpit canopy. In this post I will show you how I recreated it in my model. I will begin with pilot’s canopy, then continue by creating the three next transparent segments.

I formed the pilot’s canopy by extruding the windscreen rear edge (see figure below). (I formed this windscreen earlier, it is described in this post). The high-resolution reference photo was a significant help in precise determining its size and shape:

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Generally, the canopy shape in the SBD is quite simple. The tricky part was that each of its segments slides into the previous one. (Oh, well, the pilot’s canopy slides to the rear, but it does not matter in this case). This means that there were clearances between each pair of neighbor canopies that permitted such movements. If I made them too small or too wide, the last (fourth) canopy segment would not fit into cockpit rear border (i.e. the first tail bulkhead)! In such a case I would have to adjust back all the canopy segments. Well, I will do my best to avoid such error.

After the pilot’s cockpit canopy I created the next, fixed segment:

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It was a fixed part of the cockpit canopy, bolted to the fuselage. I used the available reference photos to precisely recreate its shape. Of course, I also had to determine the distance between the sliding pilot’s canopy and this segment. It was a key moment: making it too narrow or too wide would spoil all further segments.

The photo references can be useful even when the modeled object is not visible: you can see such a case in figure below:

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Although in the reference photo the gunner’s canopy is hidden under the fixed segment, the last canopy element is in place. Thus I used its forward edge as the reference shape for the rear edge of the previous canopy. The front edge of this element is deduced from the cross section of the previous canopy segment, offset inside by the clearance distance.

Initially I created the last canopy segment by extruding such an “offset” rear edge of gunner’s canopy:

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The initial evaluation of the cockpit rear edge revealed that I had to extend a little the last edge of this object, to match the shape visible in the photos:

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Of course, I also had to take care about the clearance between this and the previous canopy segment (see figure "a", below):

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In the next step I cut out the unnecessary part of this mesh (see figure "b", above).

Finally I recreated the rounded corner of this segment. I did it using an additional vertex, located on the bottom edge of the last mesh face. (See figure below. In this way that face becomes an n-gon). When I slide this vertex forward along the bottom edge, it reduces the radius of this corner. A movement into opposite direction enlarges it:

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Figure below shows the complete cockpit canopy:

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Fortunately, its last segment fits well into the cockpit rear edge, so I do not have to adjust all these canopy segments! (I mentioned such a possibility at the beginning of this post).

In this source *.blend file you can evaluate yourself the model from the figure above.

The shapes you can see in red in figure above will become the transparent plexiglass surface. I still have to place the sheet metal frames on these elements (I will do it in the next post). There were also internal tubular structures that supported these canopies from inside. I will recreate them during the last, detailing phase of this project

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 14, 2016 2:47 PM

Today I will add the basic details of the cockpit canopy: its outer frames. However, before I started this work, I had to conduct yet another verification of the canopy shape. I placed the canopy rails on the cockpit sides, and verified if they fit the corresponding canopy segments. First I tested the rails of the pilot’s canopy (see figure "a", below):

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They were formed from open-profile beams (see figure "b", above). Why these rails are such an important test tool? Because they always have to be parallel to the fuselage centerline! It sounds obvious, but it can reveal various unexpected errors in the canopy shapes. In this case I discovered that the fixed segment of the cockpit canopy was mounted on the pilot’s canopy rails. (In the previous post I assumed that this rail was placed between the pilot’s canopy and this fixed canopy). If I did not find this error now, it would cost me much more work during the later stages of this project! Now I could quickly fix it (see figure "b", below).

In the rear part of the SBD cockpit you can find a double (two-beam) rail see figure "a", below). The forward segment of the gunner’s canopy slides along the outer rail, while the rear (i.e. the last) segment — along the inner rail:

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In figure "b", above, you can see that this rail protrudes from the last segment of the canopy. It’s OK — in the real aircraft they cut out a half of its bottom edge, to make room for it (see figure "a", below):

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Frankly speaking, these rails forced a lot of small modifications along this “canopy sequence”. Their presence allowed me to fix various small differences between the reference photos and this model. In particular, now the roundings on the canopy rear edges match the photos, as well as the clearance between these canopies.

The typical cockpit canopy frame of a WW II airplane was a structure made from duralumin (or steel) tubes. In the SBD these tubes had rectangular cross sections, and were riveted to each other. They formed frames, which were covered with relatively thin (2-3mm) transparent organic glass plates. These plates were attached to the tubular “skeleton” by rows of small bolts:

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The heads of these bolts had flat (conic) heads, which were “sunken” in the thin sheet metal strips placed over the organic glass plates. (There was also a seal layer under these thin duralumin strips). In this post I will recreate these external sheet metal elements. The internal tubular frame of the canopies will appear during the last, detailing stage.

As the first I created the windscreen frame (figure "a", below). The general method is always the same: I copied the mesh from the “glass” object, then cut out the frame stripes (figure "b", below):

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Of course, the subdivision surface generated by these strips in some places does not lie on the reference “glass”. Thus I had to adjust this mesh a little (as in figure "a", below):

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Finally I obtained the result as in figure "b", above. Note that I created the frame of the hinged windscreen part as a separate object (just in case).

I formed the further canopy segments in a similar way. First I copied the mesh of the corresponding “glass” object. If it was required, I shifted it along its rails to match it against the reference photo (figure "a", below):

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Then I inserted into this mesh additional, sharp (Crease = 1) edges along the borders of the frame strips that are visible on the reference photo. Finally I removed the unnecessary faces from the areas between these strips (figure "b", above).

When the frame shape matched the reference, I shifted it back onto the corresponding “glass object” (figure "a", below):

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Finally I made this frame thick (by the “sheet-metal thickness” — about 0.02 or 0.03”). I did it using a Solidify modifier. It is directed outside, so it creates an illusion of thin stripes lying on the “glass” surface (figure "b", above).

In a similar way I created frames of the all other segments of this cockpit canopy:

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In this source *.blend file you can evaluate yourself the model from this post.

As you can see, this Dauntless model starts to resemble the original aircraft. However, it still misses the propeller. I will work on it in the next post.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 21, 2016 2:08 PM

The SBD Dauntless used two types of the Hamilton Standard propellers:

  • Hamilton Standard Constant Speed (counterweight propeller) used in the earlier Dauntless versions (SBD-1 … SBD-3). The blades of this propeller had smaller tips (see figure "a", below);
  • Hamilton Standard Hydromatic used in the later Dauntless versions (SBD-4 … SBD-6). The blades of this propeller had larger tips (see figure "b", below):


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These two blades had different shapes. In this post I will recreate the earlier version, which was used in the SBD-1 .. -3 (figure "a", above). Several posts later I will modify its copy to obtain the later model of the blade, as used in the SBD-4 .. -6 (figure "b", below).

The main problem with recreating propeller blades of various historical aircraft is the lack of their precise drawings. In fact, I saw such a thing once, in the detailed plans of the Soviet WWII fighters. (Such a drawing contains the contour of the blade in the front and side view, as well as the set of subsequent airfoil sections, from the rotation axis to the tip). Nothing like this you can find for the typical Hamilton Standard blades! I looked for any trace of such drawings in the Internet. All what I found was a thread in one of the aviation forums. One of the participants of this discussion showed letters that he exchanged several years ago with the Hamilton Standard company. He asked for drawings of a blade that was designed in 1936. HS declined to reveal it, explaining that this design still remains their “business secret”.

In such a situation, all what we have are the photos of the real blades. (Until somebody makes a 3D scan of such a blade, and will publish it in the Internet — I hope that such a reverse engineering is legal). I used these references to draw the most possible blade contour in my scale plans. However, I had to rely on the photos for best estimation of the size and thickness of the airfoil sections of this blade, as well as the variation of their pitch along the span (i.e. propeller radius). Thus they may be less precise copies of the original than the rest of this model.

Now I see that I should draw the propeller blade vertically or horizontally on my reference drawings (see figure below). Well, I sketched them at the fancy angle of 120⁰, but never mind — it is still possible to use it. I will have to slide and scale the mesh vertices along the local axes of the blade object.

I started the work on the blade by creating a cylinder object. Then I rotated it by 120⁰, aligning to the reference drawing (as in figure "a", below):

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Then I extruded its upper edge and flattened it at the tip (as in figure "b", above).

In the next step I inserted a few additional edges in the middle of this blade (figure "a", below), and shaped them so they resemble a flat-bottom airfoil (figure "b", below):

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You can find such a flat-bottom airfoils in the most of the propeller blades. Why? Because their flat bottom edge creates a kind of technological base in this twisted, complex shape. (For example, it allows you to measure the local pitch).

I do not know what was the airfoil used in the Hamilton Standard blades. In one of the aviation forums I have found that it was RAF-6. It is not confirmed information. If it would be true, the leading edge of this blade should be sharper (RAF-6 had smaller radius of the leading edge).

When the cross-section shape of the blade was set, I started to form its contour in the front view:

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I stretched and shifted its airfoil edges until the blade contour fit the reference drawing. Figure "a", above, shows how the base (i.e. control) mesh of this contour looks like. In fact, I formed it directly, using the alternative display mode of the smooth resulting surface (as in figure "b", above).

Finally I closed this mesh along the circular tip. Comparing the reference drawing with the photos, I decided that the contour of this tip was a perfect arc. What’s more, I decided that it was a little bit larger than on my reference drawings. Thus I created a reference object — a circle (figure "a", below):

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I modified the last edge of this mesh, shaping the resulting contour around the reference circle. Figure "b", above, shows the final shape of the mesh, while figure "c" — the resulting tip surface.

Because I missed the information about pitch distribution along this blade, I decided to deform it in a dynamic way, using a curve via a Curve Deform modifier assigned to the blade object. In this case the deforming curve is a straight line, placed along the local Z axis of the blade (figure "a", below):

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In such an arrangement I can control the pitch of this blade by changing the tilt value in the curve control points. At the tip the tilt is 0⁰, while at the last point (which lies on the propeller axis) it reaches the maximum value (25⁰). These values are just an estimation. The tilts in the middle points of the curve lie within this range (figure "b", above). It dynamically deforms the control mesh of this blade (figure "c", above). After a few trials I obtained the twisted shape that resembles the photos.

When you twist the shape using a modifier (like the Curve Deform in this case), you can easily switch into the original, untwisted shape of this blade. In this form you can easily introduce eventual modifications, like the sharper leading edge, or different shape of the tip. This feature will be useful when I have to create another version of this blade (for the SBD-5)

Figure below shows the three clones of this blade, arranged as in the propeller:

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Their mesh is a copy of the original, with the “applied” (i.e. fixed) result of the Curve Deform modifier. Just in case, I preserved the original (not twisted) mesh of this blade together with the deformation curve in the References scene, among other auxiliary objects. It will be useful later, for the Hamilton Standard Hydromatic propeller, used in the SBD-5.

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will create the hub of this Hamilton Standard Constant Speed propeller.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 28, 2016 2:45 PM

In my post from the previous week I modeled the blade of Hamilton Standard Constant Speed propeller, which was used in the SBD-1, -2 and -3. The Douglas factory mounted on the hub of this propeller a small spinner (as in figure "a", below):

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It seems that during the service of these aircraft, the ground crew often removed this spinner. It exposed the propeller pitch control mechanism (figure "b", above). There are many photos of the SBD-2 and SBD-3 without spinners, thus I decided that I had also to model this “bare” variant.

These constant speed propellers were in wide use during the 30’, but it was not easy to find any detailed photos or sketches of their counterweight pitch control mechanism. Finally I figured out that the counterweights were connected to the corresponding blades (figure "c", above). The central cylinder shifted along the propeller axis, controlling the angle of the counterweight arm (and, in the effect — the angle of the propeller blade pitch).

By the way: this means that the overall length of the SBD Dauntless with this propeller and removed spinner depended on the current pitch setting! (I estimate that the movement range of this pitch control cylinder was about 1“). Maybe this explains the different lengths of these early SBDs, which you can find in different sources?

How to start forming such a complex shape like this variable pitch mechanism? I began by identifying its key axes and base planes:

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The most difficult part of this process is not visible here: I had to realize the basic shape of these parts. I spent some hours studying the photos before I decided that the hub (referred also as “barrel”) of this propeller can be composed from several cylindrical elements. After this conclusion I could start forming this object. I began by shaping a cylinder around the blade base:

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To facilitate my modeling, I used all of the symmetries that exist in this part. I formed just a quarter of the cylinder mesh, then mirrored it across the blade axis. In the next step I placed clones of this mesh around the two other blades. (When I modify the original mesh, it will also modify these clones).

I formed the side surfaces of this barrel from a half of an elliptic cylinder:

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I started it as a classic cylinder of a circular base. Then I rotated this object by 60⁰ and scaled it along its local Z axis until I obtained the shape resembling the photos. Then I used my Interesction add-on to obtain the intersection edge between this surface and the neighbor cylinder.

Finally I joined these two meshes and removed all of their faces. I preserved just the three edges: around the blade base, the inner edge of the elliptic cylinder and the intersection edge. I joined them with the new faces (figure "a", below):

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In this way I obtained a solid which looks like the original propeller hub. Note that the three segments “touch” each other without visible seams — it looks like a continuous surface (figure "b", above). I used a multi-segment Bevel modifier to generate regular fillets along the sharp edges of this mesh.

I could make the opening for the counterweight arms in the front of this barrel using a Boolean modifier. However, it was relatively easy to recreate this particular shape by small modifications in the control mesh (figure "a", below):

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In a similar way I integrated the small fragment of the cylindrical rear axis with the rear faces of the barrel mesh (figure "b", above).

The next difficult element are the flanges for the bolts that in the real propeller joined the two halves of this barrel. If I tried to incorporate them into the barrel object, it would significantly complicate its mesh. In the effect I would spent some additional hours on various adjustments. Thus I decided to create this flange as a separate object, that joins with the main body of the barrel in a more-or-less seamless way.

Figure below shows how I shaped this element:

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As in the case of the main body, I model here just a single segment of this flange — the rest is replicated by the Mirror modifier. I started from a cylinder created around the eventual bolt axis (figure "a", above). Then I modified this mesh, fitting it to the underlying surface of the central barrel (figure "b", above). In the next step I extruded additional “strips” of the faces that lie on the barrel surface (figure "c", above). I rounded the sharp edges around these faces with a fillet (generated by a multi-segment Bevel modifier). Finally I extruded the part of the small wall that accompanies these bolt flanges (figure "d", above), and shifted its origin point onto the propeller axis, to create similar flange on the opposite side of the blade base.

I created two additional clones of this object, placing them around the blade bases (figure "a", below):

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I also made the walls of this barrel thick, using a Solid modifier. Looking at figure "b" (above) you can see that these bolt flanges look now like integral parts of the barrel. I will recreate the remaining elements of this hub during the detailing phase (for example — the bolts that kept halves of this hub together).

The last element I have to model now are the counterweight bearing shafts. They were attached to the control cylinder. I started this part by adding a small shaft bushing on the bottom side of the counterweight arm (figure "a", below):

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Then I created the first row of vertical faces around this cylinder (figure "b", above). I also created two additional clones of this mesh and placed them around the control cylinder, below corresponding counterweight arms. When they fit each other, I modified the topology of these faces, preparing them for joining the mesh of the shaft bush (figure "c", above). Note that I placed these faces precisely below the second-last pair of the cylinder vertices. I also prepared additional faces, which will allow me to quickly join them with the octagonal cylinder of the shaft. Finally I duplicated these vertical faces, placing them on the opposite side of the shaft mesh. It allowed me to quickly create the last missing faces in this mesh, and obtaining the finished shaft bushing object (figure "d", above).

Figure "a" (below) shows the complete pitch control mechanism of the constant speed counterweight propeller:

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I will add more of its details (the bolts, for example) during the last phase of this project. In the last step I also recreated the spinner (figure "b", above). It was an easy solid of revolution — I will not elaborate here how to create it. (If you want to learn more about shaping the spinners — see this guide). There is one missing thing: I do not know how this spinner was attached to the propeller hub. Do you have any hint on this subject?

In this source *.blend file you can evaluate yourself the model from this post.

I will create the R-1820 engine during the detailing phase. This was the last element of the SBD-3 that I created before the UV-mapping and texturing phase. (In fact, I am not going to unwrap the small elements of the variable pitch mechanism. I could just create the propeller blades and the spinner. I created it just because this propeller hub is a quite large part of the Dauntless silhouette). In next post I will recreate the few details which differ the SBD-1 from the SBD-3.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 4, 2016 1:28 PM

As I described it in one of my previous posts, in parallel to the SBD-3 I build a SBD-1 model and a SBD-5 model. They are in the same Blender file, but in separate scenes. Since I completed the SBD-3 model for this project stage, now it is time to take care of these other versions. These models share all the common objects with the SBD-3, so I have to recreate a few different details. I already modified their NACA cowlings. In this post I will update the SBD-1, because there is just a single remaining difference: the ventilation slot in the side panel of the engine cowling.

The SBD-3 had this slot much wider than the SBD-1 and SBD-2:

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(I used here an archival photo of the SBD-2, because it had the same side cowling as the SBD-1. There were only 57 SBD-1s ever built, so the photos of this version are not as numerous as the later ones).

Figure below reveals the reason of this difference in the cowling shapes:

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The SBD-1 and SBD-2 had special emergency device: pneumatic balloons, which automatically opened when the aircraft ditched on the water. They had to keep the airframe on the surface, giving the pilot and gunner more time to evacuate. These balloons and their trigger installations were stowed in boxes behind the ventilation slots (figure "a", above).

In the SBD-3 the designers removed these balloons, creating more room for the air coming out from the oil radiator (figure "b", above). In this version these ventilation slots are completely integrated into the side cowling panels.

Because of the frame around the balloon compartments (as in figure "a", above), the side cowling of the engine had a slightly different shape in the SBD-1 and SBD-2. I modeled it by copying the corresponding cowling panel from the SBD-3, and inserting an additional edge loop in the middle (figure "a", below):

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I marked this edge as sharp and used it for the minor modifications of the panel shape (figure "b", above).

It seems that the shape of the cutouts in the side view is identical in the SBD-1,-2 and SBD-3, thus I used the same auxiliary objects for its Boolean modifiers (figure "a", below):

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However, I had to create anew the inner panel, located inside this cutout. I started with the edge copied from the firewall. I extruded it forward (figure "a", above), then inserted some additional edges in the middle (figure "b", above).

I shaped this inner panel forming it as a smooth continuation of the fuselage shape (figure "a", below):

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Then I concentrated all the inner edges of this mesh at the ventilation slot (figure "b", above), and bent the forward edge of this panel toward this outlet (figure "c", above).

In the effect I obtained the shape that closely resembles the original cowling:

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You can compare this photo with the first illustration in this post.

It was the last element that I had to modify in this model. Figure below shows the complete airframe of the SBD-1:

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It is ready for the next stage of this project (applying materials and textures).

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will start updating the model of another Dauntless version: the SBD-5. (There will be more differences than between this SBD-1 and the SBD-3).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 11, 2016 2:01 PM

In this post I start finishing the SBD-5 model. It differs in more details from the SBD-3 than the SBD1. One of the most prominent differences is the propeller. I will create it in this post.

In the later Dauntless versions (starting from the SBD-4) Douglas used the new propeller: Hamilton Standard Hydromatic. The SBD-1,-2,-3 used the older constant speed propellers, which used counterweights to oppose the force generated by the oil pressure in the control cylinder. (I created the model of this propeller in this post). The Hydromatic propeller used the oil pressure on both sides of the piston that controlled the pitch. It eliminated the massive counterweights, creating a lighter, smaller, and more precise pitch control unit. Hamilton Standard Hydromatic propellers has been widely used since 40’ (you can still encounter them in the various modern aircraft).

In the Dauntless, these Hydromatic propellers came with slightly modified blades:

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I used some photos to copy the contour of this new blade into the reference drawing. Then I copied the “old”, untwisted blade from the SBD-3 and modified its vertices so it fits the new shape (this is the view from the rear):

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(It was quite similar to the las stages of shaping the SBD-3 propeller blade, described in this post. Thus I will not elaborate about it here).

The hub (Hamilton also refers this part as the “barrel”) of this propeller had a quite complex shape:

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This barrel splits into the front and rear halves. Because there is an oil under pressure inside, there are three bolts on each of the three flanges that keep these barrel halves together.

Beware: it seems that these classic Hydromatic propellers are rare, and some of the restored SBDs use different, non-original models. As a quick indicator you can use the number of the bolts around the barrel. The original propellers had a single bolt in the middle of each flange (as the propeller from the figure above).

The propeller from the figure above was used in the flyable SBD-5 (“white 39”) from Chino Planes of Fame air museum. It seems OK, just misses a small detail: the cap on the tip of the dome. Another example: in the flyable “white 5” from the Commemorative Air Force you can find a larger hub with two bolts in the middle of each barrel flange. What’s more, the blades of this aircraft have non-original shape. To further increase the confusion, there is a non-flyable SBD at the Palm Springs Air Museum, (“white 25”) which combines a non-original, larger Hydromatic barrel and the propeller blades from an earlier SBD version (SBD-3?).

In fact, the aircraft from Palm Springs is a real trap for the modelers: its engine cowling combines panels from various Dauntless versions! (You can see in this photo that it has the carburetor air scoop from the SBD-3 and the side panels with narrow ventilation cutouts from the SBD-5).

The halves of this hub barrel were forged (or casted?), thus all of its edges and corners are rounded. It makes modeling of this element much more difficult, at least in Blender (you will see it in a moment).

To better understand this shape, I started with its conceptual model, without all these fillets and flanges:

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Studying the photos and available drawings of this control pitch mechanism, I decided that this “barrel” is a combination of three cylinders (the bases of the propeller blades) and a solid of revolution resembling a jug (as in the figure above). Using this conceptual model, I quickly determined the exact shape of this central “jug” that produces the same intersection edges as you can see in the photos.

In a CAD system the next steps would be easy: I would create the basic flange shape by adding some plates and small cylinders. Then I would rounded all their edges using various fillets, and the barrel would be ready.

Unfortunately, Blender has no such a powerful fillet feature: it only has a multi-segment Bevel command, which can create a fillet between two elementary faces. It is usually sufficient for architects. However, If I joined the conceptual model from the figure above into a single mesh (using Boolean union operator), I would to be able to create the appropriate fillet along its edges. (Boolean operation produces in Blender a lot of small elementary faces along the intersection edge. Their size determine the maximum radius of a fillet). I started to think about following pzzf7s’ suggestion about using the free AutoCAD 123D as an auxiliary tool for such parts. Ultimately I decided that before I do it, it is a good idea to create at least one of such difficult shapes using Blender tools. Later it will allow me to make a fair comparison between making complex mechanical parts in Blender and AutoCad 123D.

So I started modeling the propeller barrel in Blender. During this process I used the conceptual model as the reference object (I marked it in red):

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I decided to take the advantage of the internal symmetries of this shape, and prepared the mesh for 1/6th of the barrel — just half of a single blade base and one and half of the flange bolts. Thus I initially created two cylinders for these bolts (figure "a", above). Then I joined these two cylinders into a single object, which is rotated along Y axis by 60⁰ (to create the local symmetry axis along the flange). I removed the half of the inner cylinder, because it is dynamically recreated by the Mirror modifier. In the next step I created the basic flange that connects these two cylinders (figure "b", above). Then I added two inner edges, to bend the side faces of this mesh along the rounded sides of the reference surface (figure "c", above).

Once I formed this flange, I started to shape the remaining part of this mesh. I added an arc that lies on the surface of the central solid of the barrel (figure "a", below):

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The number of the arc vertices is extremely important here. It had to be similar to the distance between vertices of the flange edges that connects the bolt cylinders. In similar way I added another arc around the blade base cylinder, then extruded both these edges into two intersecting surfaces (figure "b", above). Finally I generated in this mesh the intersection edge of these two surfaces (using my Intersection add-on). I used this edge as the base for forming two new rows of faces that replaced the original ones (figure 'c", above).

Now the shape of this object starts to resemble the barrel. I improved the shape of its fillet by adding additional edge (figure "a", below):

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Finally I shaped the inner part of the blade base (figure "b", above) and filled the gap in the front of flange cylinders (figure "c", above).

The rear half of the barrel was easier, because I started it from a mirror copy of the forward part (figure "a", below):

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Then I removed some of its faces and modified the shape of remaining key edges (figure "b", above). Finally I connected these edges with new faces, and added additional edges along the fillets (figure "c", above).

All in all, forming this element in Blender was not easy. On the next occasion I will try the AutoCAD 123. (I have to learn it).

In figure "a", below, you can see the finished hub barrel. I also added the cap on the dome tip:

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Figure "b", above, shows the finished assembly. I suppose that I will reuse this hub in many other models. A lot of the various aircraft which used the Hamilton Standard Hydromatic propellers. (At least those, which used the tree-blade model with the single bolt in the middle of their barrel flanges. I know that such a specific conditions sound strange, but it is a quite common model).

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will recreate other SBD-5 details that differ from the SBD-3.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 18, 2016 2:57 PM

I continue updating the Dauntless versions that I am building in parallel to the basic SBD-3. In the previous post I updated the one important element of the SBD-5 model: its propeller (SBD-3 used an older version of the Hamilton Standard propeller). In this post I will continue this update.

While I already recreated the SBD-5 NACA cowling (see Figure 46-8 in this post), now it is time to adapt the panels behind it. I started by copying the corresponding cowling from the SBD-3. When it appeared in the place, I discovered a 1” gap between this cowling and the SBD-5 inner cowling panel (see figure "a"), below:

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I immediately verified these cowling panels in the reference photos (figure "b", above). It does not look like my mistake: the side panels perfectly fit the firewall and the upper and lower fuselage contour. It seems that this segment of the engine cowling really was in the SBD-5 and SBD-6 longer by 1”! (It seems quite probable: if the designers shifted the whole engine forward by about 3”, they could also modify this segment).

Following this finding, I modified all the panels of this cowling segment. I also modified the auxiliary “boxes” used by the Boolean modifier, to obtain thinner and higher air ventilation outlets. (This is another difference between the SBD-3 and SBD-5):

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I shaped the inner surface of these outlets starting from a rectangular plane, as I did in the SBD-1 model:

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When the side cowling panels were finished, I modified the oil radiator air scoop, located in the bottom panel:

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The photos reveal that this panel was in the SBD-5 wider than it was in the SBD-3 by about 2”, because it housed a larger (wider) air scoop. (I suppose that they mounted in the SBD-5 a larger oil radiator, because it had a more powerful engine – 1200 HP instead of 1000 HP in the SBD-1…4).

When I finished the bottom panel, I started shaping the upper panels that cover the pilot’s gun barrels:

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It seems that they have slightly different shape than in the SBD-3. What’s more, the protruding upper edge of the side panel (as in the figure above) indicates that the designers remodeled (simplified) this area altering both shapes: of the side panel and of the upper panel.

I compared these elements with all available photos, then remodeled both of them:

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Note that in this SBD-5 the upper border of the side panel is not a straight line, like in the previous versions. The last mesh face that contains this edge has 5 edges, while all the other faces in this mesh have four edges. This is an intended effect — it seems that such a n-gon creates in this place the desired shape.

There is yet another difference, which you can hardly find on any scale plans: the windscreen frame:

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In the older versions (from SBD-1 to SBD-4) it was built from the upper part and two rectangular plates on the sides. It seems that in the SBD-5 they simplified its technology, and created it from two metal stripes. The thinner, forward strip runs around the windshield, while the much wider rear strip forms its trailing edge. The pilot’s canopy hood slid under this rear strip — I suppose it better sealed this canopy edge.

I used a copy of the SBD-3 windscreen frame as the starting point. I modified most of its inner edges, recreating the “two-strip” shape:

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Finally the whole front of this SBD-5 was ready (as in figure "a", below):

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In the last minute I discovered that in the SBD-5 they also simplified the upper cowling panel. In the earlier versions it consisted two hinged covers above the gun barrels and a central panel (see this post). In the SBD-5 it was just a single panel (as in figure "b", above).

In this source *.blend file you can evaluate yourself the model from this post.

In the next post I will recreate the last remaining details for this project stage: the cutouts behind the gunner’s cockpit.

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    June 2014
Posted by Witold Jaworski on Saturday, June 25, 2016 2:43 PM

The last details that I create in this project stage are the gun doors behind the gunner’s cockpit. In the SBD-1 they covered a single Browning gun. Fortunately, they were wide enough for stowing the double guns, which were mounted in the SBD-2 and SBD-3 by the Navy workshops:

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Note that stowing the ammunition belts of this double gun required additional cutouts in the cockpit rear border. They were covered by slide plates on both sides of the gun doors (see figure above). In this post I will recreate these details.

Before I do it, I have to fix a certain error that I have recently found: the shape of the tail cross-section, near the cockpit edge. When I formed it, I relied on the photos from a certain restoration project (as in figure "a", below):

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The upper part of the first bulkhead behind the cockpit (at station 140) in figure "a", above was shaped along a single, gentle arc/curve. Looking on the other photos I assumed that in the front view the gun doors formed an arc, and this arc smoothly joins the curve of the bulkhead contour at the hinge line. Basing on these assumptions (marked in figure "a", above) in blue), I prepared appropriate mesh topology (as in figure "a". below). I created a “sharp” edge along the future gun doors hinge line, which enables me to cut out the inner area for the gun doors (as you can see in this post, Figure 24-9).

However, since that time I still had an impression that something is wrong with this tail shape. Finally, when I started to look at the sliding panels behind the gunner’s cockpit, I found that their cross-sections are different than I expected. I have found the ultimate confirmation in the picture from SBD-1 manual (figure "b", above). The top arc of this contour had larger radius, and its endpoints were outside the hinge lines. It was smoothly combined with a straight contour segment, spanning from the topmost longeron of the fuselage (the same that runs along the canopy side border).

Well, great! This means that I have to modify the concept of the mesh topology for this area in my model! Figure "a", below, shows the original layout, while figure "b" shows the modified mesh:

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The enlarged arc of the tail cross-sections forced me to shift the mesh edges away from the gun door hinge line. In the effect, I had to switch to the “plan B” for this opening: I will create it using a Boolean modifier. (Never mind, I was going to use it anyway during the detailed phase, for the other openings in the fuselage).

To better fit the fuselage to the straight edges of the gun doors, I already placed their hinges on the tail upper surface (figure "a", below):

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I tweaked the mesh edges around the cockpit rear border, obtaining the shape that closely resembles the original part in the reference photos (figure "b", above). However, I do not like their complex topology: such a thing can be an obstacle for eventual further modifications.

After this, I decided to verify how the last cockpit canopy slides under the previous segment. (This is another test before I start to work on the cutouts in the tail surface). In general, the gunner had to rotate it first into horizontal position, then slide it under the previous canopy (figure "a", below):

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However, when I started sliding it, I had to stop: its rear edge was too wide (figure "b", above)! It seems that its radius is exaggerated: it was larger than the radius in the forward section of this canopy (figure "a", below):

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Well, I adjusted the size of this last section, so that in the rotated position the last canopy segment fits the previous one (figure "b", above). Of course, then I also had to adjust the corresponding frame object to this new glass shape. I definitely should check it earlier! On the other hand, after this modification the gunner’s cockpit of my model better resembles the original photos.

The decision of using the Boolean operator for the gunner’s opening allows me to simplify the fuselage mesh (figure "a", below):

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As I mentioned earlier in this post, I was not satisfied with the complex topology of the cockpit rear border. Now I decided to create it as a separate panel (i.e. separate object). It will differ between the SBD-1 and the later SBD versions, because in the SBD-1 (and SBD-2) the fuselage did not have the side cutouts (compare the first figure from this post and figure "a", below). That’s why the auxiliary “cutting object” for the Boolean operation has a shape that resembles the “T” letter (figure "b", above). In this way I created the main fuselage part that fits all the SBD versions. The topologies of both meshes — the fuselage and the rear panel around the gunner’s cockpit — became simpler. It means that it will be easier to introduce eventual further modifications.

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There was an issue with the internal hierarchy of this model: the fuselage could not be the parent of the auxiliary “T”-like object, because it “cuts” its shape. (Such an arrangement causes problems with displaying the model — I already encountered it in the case of the wing fixed slats). The obvious solution was to assign both objects used by the Boolean modifier to a common parent. In the case of the wing it was its root rib. However, so far this main part of the fuselage was the root object of the whole model hierarchy. To resolve this problem I decided to create a new root: an Empty object. Because I will need it for posing the airplane in an eventual final scene, thus I placed it on layer 19, among other auxiliary handles (figure "b", above).

After these preparations I was finally able to make the sliding panels and their rails:

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I used the reference photos to precisely recreate these elements. (The picture of a SBD-5 wreck in the figure above comes from Pacific Aviation Museum Pearl Harbor. I decided that when I work with the details, I can more trust the wrecks than the restored aircraft). The cutout for the ammunition belt was made between two fuselage stringers and the bulkhead at station 140 (see figure "a", above). Note that it creates a triangular hole between the sliding plate and the canopy rear frame (figure "c", above). Ultimately it was covered by a rubber band, attached to the canopy. (I will recreate it during the detailing stage of this project).

I created the sliding panel from a rectangle, which received the oblique forward edge. Initially I created the shapes embossed on its surface from separate cylinder halves. Then I recreated the faces around their edges, integrating these shapes with the base plate.

The “rails” of this sliding panel were made from simple duralumin stripes, folded inside. They were riveted to the fuselage stringers. Because these rails had to be parallel to each other, the axis of the fold in the bottom rail was deflected from the stringer axis (figure "b", above). That’s why this element had a wedge-like shape.

The archival photos revealed that there was also an alternate version of the sliding plates, which appeared in the SBD-3s. You can see it in the figure below:

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I think that the photo in figure "a", above, was taken during operation “Torch” (November 1942), because the star on this picture has a wide light outline, most probably in yellow. Note that the gun has no armor plates there, and the sliding panel has no embossed stiffener along its rear edge. Figure "c", above, shows such a panel in a restored aircraft. (I have found it in the photos from the Kalamazoo Air Museum). We can see clearly here that the lower rail strip is not folded like in the previous figure, but just bent upward, and it is riveted to the stringer along its lower edge. This means that this sliding panel is somewhat narrower than the one from the SBD-5. (Why? Because the lower edge of this panel lies above the stringer axis, while in the SBD-5 it is slightly below the stringer axis). I suppose that it can be a field modification of an original SBD-3, adapting it for the double gun. However, I am not sure that all the SBD-3s had such sliding plates. Anyway, I recreated it in my SBD-3 model. The other version of the sliding panel, as in the previous figure, you can find in the SBD-5 model.

In this source *.blend file you can evaluate yourself the SBD-1, SBD-3 and SBD-5 models from this post.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 2, 2016 2:32 PM

While working on the cowling details, I discovered that the SBD-5 from the Commemorative Air Force (“white 5”) uses a non-original Hamilton Standard propeller. It has larger hub and a pair of bolts in the middle of the hub barrel edges. (As I wrote in this post, the original Hamilton Standard hubs used in the SBDs were smaller, thus they had a single bolt in the middle of each barrel edge). What’s more, I also noticed that the centerline of my model does not precisely pass through the tip of the propeller dome visible in this photo. When I corrected this mistake, I also noticed that the edges of certain cowling panels in my model are minimally below their counterparts on the photo. I examined this difference and decided that I should fix it by rotating the camera of this projection around the fuselage centerline. It was really a “cosmetic” adjustment — the rotation angle was about 0.7⁰. However, suddenly everything in this model matched better the reference photo — except the horizontal tailplane:

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When I previously matched my model to this photo (see Figure 42-9 in this post), I aligned it along its horizontal stabilizer. (I assumed that it is not deformed by any significant load). It seems that I was wrong: the Dauntless on this picture is taking off (its wing flaps are retracted). What’s more, its elevator is slightly rotated upward, what means that this airplane has already gained enough speed and currently the pilot is lifting its nose to leave the ground. Thus there is an aerodynamic force which bends the tailplane downward, while the lift force tries to bend the wingtips upward:

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I think that I would obtain a perfect match between the fuselages of my model and in the photo by placing the viewpoint of this projection between its previous and the current location. (In its previous location it matched the deformed tailplane, while in the current one — it matches the deformed wing).

However, both of these tailplane and wing deformations are small. Thus aligning the wing of my model to the wing in this photo delivers me much more useful information, than a “geometrically pure” match somewhere between these two points. The influence of viewport rotation of 0.7⁰/2 = 0.35⁰ on the fuselage can be neglected, and now the only part of my model that does not fit the photo is the tailplane. It’s OK, because in this projection I cannot see any special details on this element. On the other hand, now I can use this high-resolution photo to check various details on the bottom side of the wing.

Currently we are close to the end of the modeling stage of this project. All the elements of this model that I am going to ‘unwrap’ for the image textures are already in place. Now I will use this high-resolution reference photo to re-examine the model shape and fix all the remaining differences. I started from the empennage:

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I fixed it working directly on this picture (I restricted the movement of the mesh vertices to the global YZ planes).

Then I shifted forward, fixing the dorsal fin:

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There still was a difference in the tail bottom contour. This time I had to alternate the lower part of the tailplane bulkheads:

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I did it by scaling these parts of the bulkheads downward. The most difficult part of this operation was the preservation of the straight lengthwise (“longeron”) edges in the rear part of the tail.

Of course, I also used other photos for this check. In the figure below you can see matching the wing against a “semi-vertical” shot of a Dauntless in a steep bank (most probably in a tight turn):

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I can see here a difference in the wingtip shape. However, I already verified it against other photos, several months ago (see Figure 31-8 in this post). What’s more, I discovered that when I slightly rotate the wing tip around the wing span axis, it perfectly fits the photo (figure "b", above). Thus I again started to think about the forces — this time acting on these wings in such a turn. The lift force has to counter the centrifugal force here. For such a steep bank it can be several times greater than the weight of the aircraft. Thus the wing in this photo is under extremely heavy load, and it wing tips can be twisted as severely, as those in figure "b", above). Ultimately I assumed that this is an effect of dynamic deformation, and I should not modify the wingtip. (The photos of this wing in static conditions do not confirm this shape).

However, in figure "c" above you can see another difference that has haunted me for a long time: the gap between the wing flaps and the aileron. On the various photos, both static and in-flight, it seems that the trailing edge of the wing flap was a little bit shorter than in my model.

First I checked if in this photo the flap is not shifted nor rotated:

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I placed auxiliary lines on the flap surface of my model. They go along the last row of holes in each of the 6 segments of this flap (figures "a", "b" above). These lines reveal the “natural” direction of the flap ribs. At the outer end of this flap I put a polyline, which upper edge matches the flap upper. (I wanted to check if this edge is parallel do the flap ribs).

Then I put the wing and these auxiliary lines flat on my reference drawings (i.e. I set the wing dihedral and incidence angles to 0). You can the result in figure "c", above). It seems that the middle sections match my reference drawings (and my model). However, the most inner section (containing the four rows of three holes in each row) should be slightly wider, while the most outer section was shorter (although it contains the same number of holes!). This result was a little surprise, because when I drew these scale plans, I assumed that the spacing between the flap holes was constant. (It would be easier to machine such a perforation). Now it seems that this distance varies in different segments of this flap! Finally, the polygon on the outer end of the flap clearly indicates that its outer edge is oblique (as in figure "c", above).

Of course, I verified these findings in other reference materials:

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The close-up photos of various aircraft confirmed that the outer edge of the upper flap was slightly oblique (figure 'a", above). I can also see that the distances between the rows of holes in the last flap segment were shorter than in the segments in the middle. (It implies that the spacing between these rows in the most inner segment could be also a little bit wider). What’s more, I could see these differences in one of the original Douglas drawings (figure 'b", above). However, I neglected them before, because this is not a regular, orthogonal view. (Such a drawings can be often deformed in various ways).

Thus I modified the aileron and the flap according these findings (figure "a", below). When I attached wing to the centerplane (i.e. when I set its incidence and dihedral angles) I discovered that the corresponding aileron and flap edges became vertical in the rear view (figure "b", below):

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An additional headache was the outer edge of the bottom flap, which was parallel to the last rib (figure "c", above). Ultimately I decided that most probably the outer corners of the upper and lower flaps overlaps as in figure "b", above).

Of course, I reviewed the whole model and made much more minor adjustments. I will not bother you describing them all. Fortunately, most of them did not require as much work as this small gap!

Figure below shows the resulting SBD-5 model:

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In this source *.blend file you can evaluate yourself the current version, described in this post.

In the next post I will start the “painting” stage of this project. I begins with mapping of the texture coordinates (UV) onto the model surfaces (so-called UV-unwrapping).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 9, 2016 3:09 PM

In the previous post I promised that I will start the UV-unwrapping. However, last week I found a new edition of Bert Kinzey’s “SBD Dauntless” book. After ten years break, Bert started to continue his “Detail & Scale” series, this time in a different form: digital editions. This e-book is the “updated and revised” version of an earlier publication (from 1995). For me, the most important part of Kinzey’s books are the “walk around” photos. They differ from all other “walk arounds” by careful selection of the pictures and comprehensive comments that explain many technical details depicted on these images. Usually these comments are as important as the photos.

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Take for example such a caption that you can find on page 102, below the picture of the forward firing guns (as in figure above):

All versions of the Dauntless had two fixed, forward-firing, .50-caliber machine guns which were fired by the pilot. This photograph was taken from the Pilot’s Manual for the SBD-2, and it shows both of the two fixed guns in place. However, the manual also states that the left side gun was usually removed from the SBD-2 in order to save weight. This was done only on the SBD-2 and usually only during peacetime. Once the war started, the additional firepower of the second gun was more important than the weight advantage gained from deleting one of these guns.

It is a great clarification that cites a reliable source: the original manual. In the other books on this subject you can find various, often contradictory versions about the SBD-1 and SBD-2 forward guns. For example:

Pilots’ armament [of the SBD-2] was increased from one to two .50 caliber guns (Barret Tillman, “The Dauntless Dive Bomber of World War Two”, Naval Institute Press, 2006, page 8);

This statement implies that the SBD-1 had a single 0.50 gun! (And it does not tell us about the source of this revelation).

Another one:

To retain the center of gravity (CoG) position [in the SBD-2], one of the forward-firing machine guns was removed (Robert Pęczkowski, “Douglas SBD Dauntless”, Mushroom Model Publications 2007, page 8);

This statement implies that all SBD-2 had a single 0.50 gun because of the design reasons (aircraft balance). This is also an information without specified source.

You can find in the Web many other descriptions of the SBD-1 and SBD-2. I remember that I encountered somewhere yet another variation of this story. It stated that the pilot in the SBD-1 had two smaller, 0.30-caliber guns.

I am really happy that Bert gives us the ultimate answer on this issue. (In another place in his book he mentions that for this writing he used the six original manuals, one for every Dauntless version. That’s why I take for granted his statement that all SBDs had two 0.50 forward guns).

In the chapter about wings (page 85) I found the confirmation of my hypothesis about the overlapped flap edges:


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Compare figure above with the second-last picture from my post from previous week. This was a result of the deduction, because when I wrote it, I had no such a vertical photo of the wing with closed flaps.

However, when I studied the photos of the cockpit canopy, I noticed a difference in the shape of the rear segments:

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Figure "a", above, shows a fragment of the photo, taken from above. It reveals that the upper part of the last segment had a cylindrical surface, and the radius of the cross section between the third and the last canopy segment was larger than in my model (shown in figure "b", above).

It was further confirmed by all other photos: the side edges of all cockpit canopy segments were parallel, while in my model they are not:

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I had to be blind that I did not noticed this mistake before! In fact, it happens when you stick too much to your assumptions about particular shape. In such a state of mind you can see only the details that confirm your hypothesis, and neglecting the others. I assumed that the top radius of the subsequent canopy segments decreased like in the telescope tube: each segment has smaller radius than the previous one. In the effect I received much smaller radius at the end of the third canopy segment than you can see on the Detail & Scale photo.

As the first approximation of this radius I placed inside the model an auxiliary circle (Figure "a", below):

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I fitted this circle between the sides of the previous segment and decreased it by an appropriate clearance. Then I checked how it looks in another reference photo (Figure "b", above). In this way I have found that it should be slightly smaller. Thus I started to search for the reason of such a result.

BTW: I used the same reference photo before, to verify the pervious cross section. I determined then that it had much smaller radius than the result presented above. This situation shows that you always have to double check every model element on multiple pictures!

Finally I think that I found the reason: the canopy sides should have a little less steep slope in the rear view. The error comes from the wrong assumption about the shape of the pilot’s canopy:

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I assumed that the upper horizontal “sticks” of this canopy frame were nearly parallel to the fuselage centerline. In the effect the front and the rear edges of this segment were not parallel (figure "a", above). The photo from Detail & Scale book reveals that I was wrong (Figure "b", above). You can see on this shot from above that both horizontal elements of this canopy frame are parallel to the cockpit border edge. Thus I had to rotate a little the rear edge of the pilot’s canopy, making it parallel to the front edge. It forced me to decrease (by scaling) the radius of the arc that closes the upper part of this canopy. In the effect, I will have to decrease the corresponding arcs in all subsequent canopy segments, including the last segment. As I mentioned in one of the previous posts, I tried to avoid such things, but nevertheless I am prepared: the meshes of my model are relatively simple, so such a modification is not a great problem.

If you want to create a precise copy of any complex object, be prepared that from time to time you have to step back and alter the shape of some finished elements. The work on such a model more resembles a “spiral” than the classic “waterfall” process.

Well, I documented these small bur laborious modifications on the pictures below. Generally, in each canopy segment I had to rotate the side faces along their base (see it in the second segment, depicted in Figure "a", below). Then I scaled down (a little) the upper faces of such a mesh, decreasing in this way the cross-section radius of the resulting surface.

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The third segment was more difficult, because the radius of the top arc in its cross sections increases toward the rear (Figure "b", above).

The most difficult part was the last, fourth canopy segment (see the picture below). First I formed its faces in the rotated position (figure "a", below), ensuring that it properly slides into the previous segment, and that its upper part forms a clean cylindrical surface:

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Then I rotated it back into “closed” position, and verified all other details (figure "b", above). Fortunately, it seems that the radius of its rear edge did not significantly change, and it still fits the rear border of the cockpit. (It still looks like in the reference photos). The biggest change occurred in the frontal cross section of this canopy segment.

Indeed, I already altered this radius before: see this post, Figure 57-5. You can see that I made a wrong decision that time, decreasing this section instead of increasing the rear edge of the previous canopy segment. This is a typical “fitting” error, which occurs quite often!

Figure "a", below, shows the modified shape of the cockpit canopy:

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Figure "b", above, shows the same canopy with the updated frames. It is hard to notice any of my changes in this side view, isn’t it? In fact, fitting anew the frame meshes to the altered canopy segments required even more time than the adjusting of the canopy basic shapes! I am really happy that some posts ago I managed to tame the temptation to recreate the internal frames of these canopies. Now I would have much more work with them.

That’s why I am going to recreate all the internal details in the last, fourth phase of this project. In this way I am just creating “time buffer” for eventual new findings, like this one.

Of course I checked the updated canopy on the reference photos. This time I did not want to be blind on eventual differences — as you saw in this post, even slight distance between the model and the photo can indicate a significant error. I slid all the canopy segments into “open” position, to compare them to the CAF photo (this photo has the highest available resolution - see figure "a", below):

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To better see the model on this picture, I assigned a red material to these frame objects. As you can see, most of the canopy frames match the photo. However, there are two exceptions, on the pilot’s cockpit canopy. The bottom ends of the middle and rear frames seem to be shifted (by about 0.2” and 0.3”). It could mean that the slope of these canopy sides had a slightly different angle. However, the front edge and the rear edge of this segment match the photo (figure "a", above). At this moment I will leave this difference unresolved — maybe in the future I will find something, which will help me to explain this difference.

There are also slight differences in the last canopy segment (figure "b", above). However, I think that I can explain them now. This part of the cockpit canopy has two degrees of freedom: you can slide it as well as rotate around its corner. The canopy in figure "b" seems to be rotated by about 0.5⁰. Such a small rotation can be within the tolerance of its lock mechanism. It can be caused by the gun doors, which seem to be slightly opened in this photo. There is also a thick rubber (or leather) strip around the rear edge of this canopy segment. It seals the rear border of the cockpit. (I will recreate it later). I think that the influence of the gun doors and this strip can rotate of this last canopy segment by such a small angle.

In this source *.blend file you can evaluate yourself the current version of the model, described in this post.

This post ends the “modeling” stage of this project. During this phase I formed the general shape of the model, and created all the surfaces which require the classic “image” textures. In the next post I will unwrap these surfaces in the UV space, preparing them for the “painting”. For all other details that I will create during the last, “detailing” phase, I will use procedural textures, which do not require UV-mapping. (The only exception are certain elements of the cockpit interiors, like the instrument panels, but they will have their own, separate texture images).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 16, 2016 3:50 PM
Because of the holiday break, during July and August I will report my progress every two weeks. I will return to weekly reporting in September.

I have just begun the third stage of this project: “painting” the model. At this moment I am unwrapping its meshes in the UV space. I will deliver you a full post about this process next Sunday. Today I will just signalize how it looks like.

So I started by creating a new reference picture. It had to have a rectangular shape. Inside I placed my drawings of the fuselage, wings, and the tailplane:

The most important thing: all elements of this drawing have exactly the same scale. As you can see, I used flipped left side silhouette in place of the right side view. In fact, I should prepare a 2D drawing of the right side view first, then place it here. On the right side of the Dauntless fuselage, the steps to the gunner’s and pilot’s cockpits were located in different places. There was also a rectangular hatch of the luggage compartment. However, I am a little bit lazy, and I prefer recreating these details directly on the final textures. I will describe what I mean in August, when I report how I drew it.

I use the reference images to keep the proportions between all unwrapped model parts. Sometimes it is also useful for hiding the seams, as in the case of these wings:


I split the mesh into the upper and lower surfaces, and mapped it onto the corresponding parts of the reference drawings. On some textures (for example: the camouflage) it will be impossible to obtain an ideal continuation of the picture mapped along this seam. It is not a problem on the sharp edges, like the wing trailing edge. However, the rounded leading edge is a different case: I prefer to keep it “in one piece”, hiding the texture seam in the first original panel seam on the lower surface of the wing.

When the mesh is mapped on the reference picture, I use another, standard test picture to ensure that the mapped image is not deformed


At this moment I have already unwrapped most of the model:


I still have to unwrap the engine cowling. When I finish it, I will publish a full post about this process, as well as the updated model. (I will do it on next Sunday — July 24th).

In this guide you can find detailed step-by-step instructions how to map various aircraft model meshes onto texture images, as well as all other details of “painting” the digital models.
  • Member since
    June 2014
Posted by Witold Jaworski on Monday, July 25, 2016 6:45 AM

This week I finished mapping all the parts of my model onto a two-dimensional image. Figure below shows the test image, mapped on the model surface. (Its pattern helps me in keeping the same mapping “scale” for each object):

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I did not “unwrap” the small details, like the parts of the propeller mechanism, because I will “paint” all the small parts using procedural textures.

Figure "a", below, shows how these meshes are distributed on the 2D UV map (you can see the reference image beneath). At this moment I mapped just a single (left) wing, the symmetric halves of the rudder and the fin, as well as the left side of the fuselage. The upper and lower part of the tailplane are symmetric, so I just mapped its left, upper side. I will create the other sides and symmetric elements later, at this moment I just reserved the necessary UV space for these objects.

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In figure "b", above, you can see that the reference image looks like the first approximation of the skin details. In the next post I will draw an image of these details that fits these unwrapped meshes. It will be the base for all the textures I will create for this model.

In the rest of this post I will shortly describe my typical approach to UV mapping.

This post is not intended as a detailed step-by step guide. If you want such an introduction “for the absolute beginners”, use this book. It is accompanied by many useful Blender add-ons, for example an add-on that exports all the unwrapped objects into such an SVG image, as shown in figure "a", above. (In the standard Blender you have to export each object separately).

Let’s analyze the wing case. I am going to map its upper and lower surface separately. Thus I defined two auxiliary vertex groups, to easily select these mesh parts:

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I use the Project From View command to create initial mapping. For the upper wing surface I use the projection from the local top view of the wing object:

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I shifted and scaled this shape, fitting it to the reference image. I used “pinned” vertices from the flat part of the wing surface to this image (using the Pin command). Then I invoked (in the UV/Image Editor window) the Unwrap command:

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It “relaxes” (unwraps) all the faces that are not pinned. In this case Blender unwrapped the leading edge and wing tip edge.

I unwrapped the wing bottom surface I the same way. At this moment the seam line between the upper and lower wing surface lies in the middle of the leading edge (figure "a", below). While it is OK for the relatively sharp edge around the wing tip, the minimal discontinuity of the texture image on the most exposed, forward part of the wing would spoil this model. Thus I usually hide such a seam, leading it along the nearest panel seam line on the lower wing surface (figure "b", below):

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When I marked the seam line, I called another Unwrap command. In response, Blender “teared” the bottom part of the leading edge from the lower wing surface, and “glued” it to the upper surface:

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As the final touch, I straightened the rib edges (it is much easier to draw the texture images on such an “orthogonal” wing layout). The only exception is the skewed inner edge of this wing segment:

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When the wing surface was mapped, I replaced the reference image with the standard Blender test image (UV Grid). It is prepared for finding eventual mapping distortions:

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As you can see, there was a serious distortion along the leading edge seam.

The remedy for such a flaw depends on the mesh local conditions. When it occurs on a flat surface, you can make the seam line sharp (setting its Crease coefficient to 1.0). However, in this case it would spoil the cross-section of the leading edge. The other, less preferable solution is to insert an additional, perpendicular edge loop. When you locate it in the proper place, it efficiently removes such a distortion:

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(I do not like creating such additional edge loops, because each of them makes the resulting mesh topology more complex. However, sometimes you have no choice, as in this case).

In this source *.blend file you can evaluate yourself the current version of the model (as in the first illustration from this post).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 10, 2016 2:03 PM

After a long break in August and September (I had to finish a demanding project in my daily work) I am back. This week I made a “slow start”: because in my last July post I finished mapping the SBD-3, now I mapped in the UV space parts that are specific to the alternate Dauntless versions: SBD-1 and SBD-5.

Let’s start with the SBD-1: when you switch into its scene, you can immediately see the gray elements that are not mapped in the UV space (as in figure "a", below). These parts are specific for this version:

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It did not require a lot of work *– just to unwrap few additional meshes in the UV space. You can see them in figure "c", above). I placed their faces in the same location, as their counterparts from the SBD-3. In figure "b", above, you can see the SBD-1 model after this update.

Then I had to make similar work in the SBD-5 scene. The engine cowling of this model contains more differences, thus it required much more work:

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When all the meshes in all SBD models were unwrapped, I had to export them into a 2D drawing. (I will need such a picture as a reference for painting various textures). I prefer to keep it as a scalable vector drawing, thus exported it into an SVG picture, which I can edit in Inkscape:

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The standard Blender command allows you to export only the single mesh of the active object. Some years ago I wrote an add-on which exports into SVG all selected objects at once. (You can find this add-on and learn how to use it in the III volume of this guide). It is extremely useful for such a model built from multiple objects, like this one.

Inside Inkscape I placed the exported objects onto a layer that has the same name as the defualt UV map in Blender: UVMap. (In the next posts I will prepare in Blender some other alternate UV maps, thus this naming convention is important).

Internally, I split in Inkscape the contents of the UVMap into five sublayers:


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Two bottom layers (Color, Common) contains the elements that are common to all three models. I created Color layer for the future use. It contains just the fixed parts of the wing. I am going to use a separate texture for the national insignia and various technical labels. On some SBDs the stars on the wing lower surfaces were so large that they will require the seam line directly on the leading edge. Thus for this purpose I am going to create an alternate UV map for the wings. I will place it in Inkscape on additional Decals sublayer. Then, to create the UV layout for the insignia texture, I will hide the Color layer. When I will need the UV layout for the camouflage texture, I will turn off the Decals layer, and make the Color layer visible.

Why I did not simplify this drawing, creating in Inkscape a separate layer for each texture that would contain all the required objects? Because in such a case I would have to duplicate all of the common objects – sometimes several times.

The progress of my modelling project is not like a “waterfall”, it more like a spiral. From time to time I have to return to a finished stage, and fix something there. That’s why I always try to have just “one string that controls all”: in this case it means having single instance of every mesh in the Inkscape drawing. When I have to modify something in the corresponding Blender mesh, I will need to update just single element in this drawing, instead of multiple instances in the “simpler” version.

I use the same method as described above for obtaining the UV layout for a particular Dauntless version. There are three sublayers, named: SBD-1, SBD-3, and SBD-5. In each of them I placed just the elements that are specific for these version. For example, the figure below presents contents of the SBD-3 layer:

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When you combine it with the basic layers (Color, Common), you will get the complete UV layout for the SBD-3:

0062-06.jpg


(Of course, at this moment this layout contains only the left side of the model. I will update it later, adding the elements from the right side).

In this source *.blend file you can evaluate yourself the current version of the model, and here is the Inkscape file.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 17, 2016 3:05 PM

The progress of my work in this month will be relatively slow, because I still have some additional activities linked to my “daily” job. Nevertheless, it is going on.

The original texture map (UV map) finished in the previous post (as in figure below) is appropriate for the color textures (camouflage, national insignia and other markings). In this mapping various parts of the airplane overlap each other, so the pattern of the test image remains continuous:


While such an arrangement makes the camouflage painting easier, it would be impossible to use such a map with overlapping elements for another important texture: the image of the aircraft skin details. In this post I will shortly describe, how I prepared an alternate UV map for this purpose.

I am going to recreate all the panel seams, rivets, and hatches that you can see in the reference drawings using a height (bump) texture. The final effect will look as good (or even better) as with the details modeled “in the mesh”, while drawing these elements in 2D is much simpler and requires less work than the modeling in 3D. What’s more, I will use this image as the base for other important textures (reflection texture, transparency texture).

I prepared for this texture an alternate UV map:


To get decent results even in the close-ups of the final model, I need for the texture of the technical details a high resolution image. The simplest way is to enlarge the image, but it consumes the computer memory and increases the rendering time. To make better use of the available image space, I “packed” all the airplane elements more tightly. I also used another trick: because the left and right side of this airplane differ only in a few relatively small areas, I decided to map here only the left side of this model. I will use the same map for the right side. Later I will map the few faces from the right side that contains the differences in the empty fragment of this image.

To determine new size and locations of all model parts on this new map, I copied in Inkscape the UVMap layer (see previous post) with all its sublayers. I named this alternate map UVTech. I played for a while with the wings and main part of the fuselage. Ultimately I decided that I have to enlarge their size by uniform coefficient: 130%. The same coefficient applies to all other model parts. (The most important thing is to keep all these elements in the same “scale”. Otherwise you would have on the final texture rivets of different sizes, and other, similar errors). Then I moved and rotated some of the model elements, fitting them into the available space. In this way I created the first approximation of the new alternate UV map:


Using fragments of the scale plans, I also prepared an alternate reference picture that matches this layout (you can find it in the Blender file, linked at the end of this post). I used both of these pictures in creating this UV map in Blender.

To create an alternate map (named “UVTech”) in Blender, I had to repeat following steps for every mapped mesh in the model:

  1. Copy the existing UVMap into new map, and rename it to UVTech:



  2. Resize the mesh faces on this new map by 130% (I typed the exact value of “1.3” using the keyboard input feature):



  3. Place the enlarged mesh faces as in the reference drawing:



Sometimes during this process I introduced small improvements: for example, I decided that I can shrink the areas on the control surfaces leading edges. (They do not contain any details, and are obscured by the wing or the stabilizers). It allowed me to fit these elements into the reference drawing:


When this work was over, I replaced the contents of the UVTech layer in Inkscape with the final shape of the UVTech map. (I exported it from Blender as an SVG file, as I did in the previous post).

In this source *.blend file you can evaluate yourself the current version of the model, and here is the Inkscape file.

In next week I will start to draw the image of the technical details of the aircraft skin.

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, October 2, 2016 2:26 PM

I always start drawing the image of the aircraft skin by tracing the lines of the main panel seams. They will form a kind of reference “grid”, which later I will fill with other details: rivet seams, inspection doors, etc.

I will draw all these technical details in Inkscape, because it is much easier to modify such shapes in this vector-based program than in GIMP, which is mainly intended for the raster images. What’s more, I can export this scalable vector graphic from Inkscape to a raster image of any resolution.

Initially I prepared in Inkscape an empty drawing, set up its layer structure, and placed the appropriate links to reference drawings on the UV and Reference layers:

0064-01.jpg

I duplicated here the basic structure for the detailed bump map, which I worked out during my P-40B project. It is explained in all details in the “Virtual Airplane” guide (chapters 3 and 4 in Vol III, or chapters 6 and 7 in the complete edition). In this case I just used the hierarchical layers feature for grouping the related layers (in Panels, Fabric) together. (This feature was introduced in the latest Inkscape 0.9x, while the guide was written earlier, using older versions of this software).

Although I placed my scale drawings in the background, as the reference material, I will not treat them as the “ultimate truth”. Everybody makes errors, so do I. The only method to eliminate most of them is to check every detail as many times, as you are able. For example *– see the bent sheet metal strip that runs around the wing tip edge:

0064-02.jpg

When I sketched it on the scale plans, it was a minor detail. Its width was not much larger than the width of the thicker line that I used to trace the outer silhouette of the aircraft. Thus I did not studied the photos carefully enough in that time, and drew this strip too thin. Now I have an occasion to look on the source photos with a “fresh eye”, and correct the width of this strip. However, I cannot just offset the original contour from the scale plans. To match the UV layout of the wing, I have to give this curve somewhat different shape that follows the unwrapped area around the wing leading edge (as in figure above).

Well, there is no any “magic” way to do it: I have to keep open Inkscape and Blender side-by-side. In Blender I mapped as the texture the initial image exported from Inkscape (and turned on the option that displays it in the Object/Edit mode). Once I modified this wing tip curve in Inkscape, I had to export the whole drawing to a raster file, and then to reload it in Blender. Fortunately, such a transfer takes no longer than 2-3s. Such an arrangement allowed me to make quickly several iterations, resulting in the proper shape of the curve on the 3D model:

0064-03.jpg
To see better the lines on the model, I drew them in red. Fortunately, the rest of the panel seams runs across relatively flat areas, so they match the scale plans.

Of course, I also matched their locations against the reference photos (I set up them some months ago, and described it in this and subsequent posts):

0064-04.jpg

Fortunately, there were only slight differences, which I quickly introduced to my Inkscape drawing. Such a “double-check” ensures, that the lines are in the proper places, and I can safely fill this image with minor details. However, the common sense tells me, that I should map the panel seam lines on the whole aircraft, first. There is always a chance that I will encounter something unexpected during this process.

Dauntless had large wing flaps, and one of their prominent features were the rounded holes, that perforated their surface. Distribution of these holes determines the location of the internal reinforcements of these flaps, and the corresponding rivet seams. Thus these holes are as important as the panel seams. I started to draw their first row using a special, dotted line:

0064-05.jpg
 
Although Inkscape does not offer any UI for user-defined dotted lines, I used its XML Editor feature to create a dotted line pattern that matches the holes in the Dauntless flaps. I used here the same method that I worked out for the rivet seams. (See “Virtual Airplane” guide, Figure 3.1.11 in Vol III, or Figure. 6.1.11 in the complete edition, and the further pages referenced there).

Once I drew the first row, I matched it against the reference photos (Figure 64‑5). After a few iterations I received a satisfactory approximation. (Due to various unknown second-order photo distortions, there location of these holes is a kind of “compromise” between various photos and the known location of the flap ribs. The latter were explicitly dimensioned on the Dauntless stations diagram, as you can see Figure 8-3 in this post).

When I matched the first row of the holes, I copied them into another two rows, which I matched against the photo. The final results differ from my scale plans:

0064-06.jpg
 
It looks that on my scale plans I made a kind of systematic error in calculating ribs stations from inches to drawing pixels. (Since that time, I already made numerous adjustments in this area – see Figure 15-8 in this post, Figure 17-5 in this post, and Figure 31-5 in this post).


The general panel layout on the wing top surface is similar to the panels on the bottom. Thus I copied (and mirrored) their lines from the bottom surface. It required just a few minor adjustments to match their drawing to the photos of the wing top surface:

0064-07.jpg

(I was really happy that I did not have to match again the wing tip strip against the photo. The curve copied from the bottom surface fits the top surface quite well).

For the further test, I created a copy of the texture image with a semi-transparent background. It makes the model surfaces transparent (as in figure "a", below):

0064-08.jpg

I used this effect to check if the panel seams that runs along the wing spars on the top surface match their counterparts on the bottom surface (as in figure "b", above). (It will be useful, when I start to recreate the wing internal structures).

During further checking of the results, I noticed a minor error on the leading edge:

0064-09.jpg

This is a side effect of the corner in the mesh seam, which does not run along a “sharp” (Crease = 1) mesh edge. Unfortunately, I have to keep this edge smooth, because it controls the proper shape of the wing leading edge, especially in the top view. There are two solutions: 1. add two additional “ribs” on both sides of this wing tip rib, to remodel this mesh fragment, 2. create the strip along the wing tip as a separate object, and placed it on the main mesh. I still have to decide, which solution is better.

Figure below shows the results of this week: the panel lines of the wing and the image of the flap perforation:

0064-10.jpg

In this source *.blend file you can evaluate yourself the current version of the model, and here is the Inkscape file.

Next week I will map at least the wing center panels and its flaps perforation. (Maybe I will do more – but I am still short of time due to a certain project in my daily job).

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, October 16, 2016 2:04 PM

This week I continue mapping the SBD-5 Dauntless skin panels onto my model. After tracing the outer wing sections, described in the previous post, I traced the center wing section:

0065-01.jpg

As you can see in the picture, I also traced the contours of the wheel bay on the wing surfaces. (These openings disappear, when you enter mesh edit mode, because they are dynamically created by Boolean modifiers. Thus such contours will be useful during further work, because in this way you can see these edges while editing the mesh).

I also outlined contours of the bomb bay panels, which are modeled separately “in the mesh” (every panel is a separate Blender object). I did it, because the panel lines that I draw on this image will be used as the input for various final textures. In some case I will use them as the source of “dirt” that occurs around every cleft in the aircraft skin. These thick lines will provide a decent effect on the textures.

Of course, I also used the reference photos to verify panel locations:

0065-02.jpg

When I compared panel lines in the photo and my scale plans, I discovered that I have to make some corrections. There was a significant difference in the size of the fuel line covers (see figure above). In the real aircraft they were somewhat larger than on my drawings.

In similar way I mapped the empennage panels. The growing number of identified differences between the reference drawings and real airplane forced me to use these panel lines as a kind of additional reference picture. That’s why I also decided to trace the ribs on all of the aircraft control surfaces.

Once I mapped these details, I started tracing fuselage panels. First I drew their “horizontal” lines that run along the longerons:

0065-03.jpg

Fortunately, it was quite easy, because during the modeling phase I intentionally placed some edges of the fuselage mesh along rivet seams. Now this effort pays off.

Then I verified these new lines on the reference photo. I discovered that while the aileron and elevator ribs on the photo match my scale plans, the rudder ribs have different locations:

0065-04.jpg

I also noticed another difference in the upper part of the tailplane fairing. Its outer edge runs along one of the fuselage longerons. In my model it is placed somewhat higher than in the photo:

0065-05.jpg

When the other fuselage lines match their counterparts on the reference photo, this difference means an error in the shape of my model. I analyzed this area, and I started to suspect that the gap between the real line and line on my model is caused by the difference in the fairing shape. However, to be sure, I needed more evidence to proof this hypothesis. I carefully checked all available photos of this area:

0065-06.jpg

Ultimately, I had found that the upper edge of the tailplane fairing is too high. In my model it overlaps the longeron line, while it should be adjacent to this panel seam. Lowering this edge will decrease the fillet radius in the upper area of the horizontal stabilizer fairing.

Well, it means that I have to revert to the modeling, and adjust the shape of this part:

0065-07.jpg

I did most of the modifications shown in figure above by shifting mesh vertices along their edges. Fortunately, this command has an “update UVs” option, which automatically updates the mesh UV layout. Thus when I updated the fairing mesh and I looked on its UV map, the mesh was already updated there. I just had to export it to the reference image, and shift few lines into new location (as in figure "a", below):

0065-08.jpg

After these modifications, fuselage panel lines match the photo (as in figure "b", above).

I had another kind of troubles with the lower part of the fuselage, behind the wing trailing edge. The UV layout of this mesh fragment has a significant distortion. A straight line on the model maps to a curve in this area. What’s more, I had to split this area (using seams) into two separate parts, which also creates some continuity issues:

0065-09.jpg

It was quite difficult to find a proper curve on the UV plane that transforms into a straight line on the model. This process required several iterations. After I managed to keep shapes of these lines within acceptable tolerance, I identified another difference between my model and the photos: a short seam below wing fairing trailing edge (see figure above). While in the real airplane it was a nearly straight line, in my model its rear part reproduces the conical shape of the trailing edge cross section. I suppose that this fuselage area had a visible deviation from the “ideal” conical shape, caused by the technological constrains. (It is difficult to apply such a more pronounced curvature, as you can see in my model, to the aircraft skin stringer). I will deal with this issue in the next post.

Figure below shows the complete set of the panel lines, mapped on the SBD-5 surface:

0065-10.jpg

I still have to map the differences that occur in the other Dauntless versions (SBD-1, SBD-3). Frankly speaking, I started to note some variations in the layout of the fuselage panels between various restored SBDs. Sometimes it is difficult to distinguish the real, historical differences between various versions from the side-effects of a particular restoration.

In this source *.blend file you can evaluate yourself the current version of the model, and here is the Inkscape file.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 29, 2016 2:54 PM

This post is a small digression from the main thread – I will write here about a new method for recreating geometry of historical airplanes.

In one of my previous posts I complained that it is hard to find any reliable drawings of the historical propeller blades from the middle of 20th century. In particular, the geometry of various popular Hamilton Standard propellers from WWII era is unavailable. I have found in a discussion on one of the aviation forums that Hamilton Standard Company still keeps this data as their “business secret” – even their design from 1936!

So far, all we had were the photos *– but it is really difficult to precisely recreate from a few pictures such a twisted, complex shape as the propeller blade. However, it seems that there is a new hope! Two years ago I encountered on Blender Artists forum an interesting project. The Author of this thread (nick: NRK) used one of the general photo-based 3D scanning methods to obtain a spatial reference of a C-47 aircraft. Although this is not the SBD Dauntless, it seems that its Hamilton Standard propeller blades are similar to the blades used in the earlier Dauntless versions (SBD-1 .. SBD-3). Thus I asked NRK for the part of his 3D scan that contains the propeller. He sent me it within a few weeks (thank you very much, Nick!). Below you can see the picture of this blade and the contents of the 3D scan:
 

0066-01.jpg

Note for the C-47 buffs: it seems that this aircraft used two different types of the Hamilton Standard blades. Most of the C-47s used wide-blade propellers, similar to those from the B-17 bombers. However, it seems that some of the C-47s used older, thin-blade propellers, which you can see in the aircraft from the picture above. For example, I have found similar blades in another C-47 from Commemorative Air Force, which was built in 1944.

NRK’s 3D scan recreates only the upper (i.e. forward) propeller surface and its leading and trailing edge. However, it is still usable, because in most of the blades from this era their lower (i.e. rear) surface was flat. In this NACA report 642 (from 1937) I have found some tips about the airfoil used in the Hamilton Standard propellers: it could be R.A.F-6 or modified NACA-2400-34. Because the NACA-2400 had convex lower surface, I ultimately decided to use the R.A.F-6 airfoil:

0066-02.jpg

R.A.F-6 is one of the pioneer airfoil shapes, designed in 1912. In that times engineers did most of the aircraft drawings with a chalk on the workshop floors. Thus the data points for this airfoil are relatively sparse, and leave some space for the handcraft – especially along the leading and trailing edges. I smoothed them using subdivision (i.e. B-spline) curves.

I connected this the R.A.F-6 airfoil to a circular base, creating in this way the initial segment of the propeller blade:

0066-03.jpg

Then I fit this segment into the reference mesh:

0066-04.jpg

As you can see on the picture above, the surface obtained from a 3D scan contains plenty of small irregularities. However, their presence helps to estimate the tolerance (i.e. the range of the shape deviations from the real surface) of this reference.

I formed the blade using the same methods as described in this post: by extruding and adjusting subsequent “ribs”. First I recreated the general contour in the front view:

0066-05.jpg

I formed the tip using the same methods as in this post: first I put an auxiliary circle (as an additional reference), then I connected the leading and trailing edges around this shape: 

0066-06.jpg

Then I rotated this blade a little, placing the tip surface on the reference surface: 

0066-07.jpg

At this moment the tip is the only fragment of the blade that fits the scanned surface: all the other blade segments are below or above it, because they are not twisted (yet).

I will twist this blade using curve modifier (as I did in this post). Thus I created such a curve: 

0066-08.jpg

Initially it was a straight line, placed on the blade axis (as in figure "a:, above). Simultaneously it lies on the rear (flat) blade surface (Because I placed all of the blade sections above its axis *– see the third figure in this post).

The blade of such a shape is not balanced – the centrifugal force would tore it off from the propeller hub. To avoid this effect, all blade cross-sections should have their centers placed on the blade axis. Thus in the side view the blade should resemble a symmetric triangle. I sketched its contours in figure "c", above) using white dashed lines. To fit the lower (rear) blade surface to such a line, I deflected the deforming curve downward (rotating it around the tip – as in figure "b", above). However, to simultaneously fit the blade upper surface to the top contour, I had to alter the thickness of its airfoils (see figures "c" and "d", above).

Figure below shows the resulting, “balanced” blade (it is still not twisted): 

0066-09.jpg

Finally, I twisted this blade by twisting subsequent vertices of its deforming curve. I did it until the leading and trailing edge fit their counterparts on the reference surface: 

0066-10.jpg

It was the last step of this process. You can find the resulting Hamilton Standard propeller blade in this source *.blend file.

Although it is still based on some assumptions (for example – the airfoil shape), this is much better approximation of the real shape than my previous attempts.

  • Member since
    December 2013
Posted by Befudled on Monday, October 31, 2016 12:48 PM

Wow, this is fantastic! It looks like a lot of strenuous work goes into the making of virtual aircraft. It's very intriguing to see what goes into making one. Your attention to every detail is striking. Well done!

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, November 13, 2016 12:39 PM

Befudled - thank you! Well, as in the case of the "real" models there is alwyas a "quick way" for the less detailed replicase, and the "slow road" to the more precise works. The only difference is that you can make these digital models as detailed, as you wish. The only limits are your own skill and patience. Usually I determine the target level of details before I start recreating a new aircraft. This one has to be detailed.

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, November 13, 2016 12:40 PM

In every creative process, after each “big step forward” you have to stop and carefully examine the results. Usually you have to make various corrections (sometimes minor, sometimes major), before taking the next step. This post describes such minor corrections that I had to make after mapping the key texture of the panel lines.

In my first post published in October, I drew the panel lines on the model, then compared them with the photos. Sometimes a minor difference between their layouts can lead to a discovery of an error in the fuselage shape. I in that post already found and fixed an issue in the shape of the tailplane fillet.

I also mentioned (see Figure 65‑9 in previous post) that I can see a difference in the bottom part of the wing fillet. Now I would like to resume my analysis at this point:

As you can see in the photo (figure "a", above) the shape of one of the seams on the bottom of the trailing edge (in red) differs from the photo (yellow dashed line). In my model this seam contains two segments figure "b", above): a straight line, corresponding to the flat, bottom surface of the fuselage, and a curved segment, resulting from the cross-section of the rounded trailing edge. From the geometrical point of view, such a shape is absolutely correct. However, it differs from the real airplane. Why?

Well, we should never forget about the way in which such an aircraft structure was built: there were fixed bulkheads of a fixed, determined shape, and the stringers (stiffeners) between them. It was possible to bend a little such a stringer between two subsequent bulkheads. However, the resulting curve always had a shape similar to a uniform, gentle arc – as you can see in the photo (figure "a", above). The combination of the straight segment and a curved segment (as in the model from figure "b", above) would require at least an additional bulkhead between these two segments. All in all, the real shape of the aircraft was not as ideal as you can see in my model. I had to modify its shape in this area.

Figure below shows the fuselage mesh before and after my modifications:

As you can see, in the final version I split the bottom of this fuselage into much more faces. It was one of these cases, when you try to change a single detail, then it occurs that this modification causes a “network effect”. Initially I rearranged faces on the fillet trailing edge, creating two additional n-gons. It improved the shape of the seam line. However, this removed small crease edge that was “fixing” the deformation around seam corner. Thus I had to find another place for the seam… Well, the resulting mesh does not look especially elegant, but it finally creates the desired effect.

Figure "a", below, shows details of my new concept for unwrapping this area in the UV space. I had to reduce the low-distortion area behind the wing. Actually it is just large enough to contain the identification lights. (It would be extremely difficult to obtain their circular frames on the highly distorted faces “glued” to the main part of the fuselage):

Figure "b", above, shows the modified UV layout of the fuselage mesh. This time I was able to not break any of the panel seam lines in the middle. Actually the new UV seam crosses just a single rivet line. (It does not create as many further complications as in the case of the crossed panel line).

Below you can see the panel lines on the updated model:

After so many modifications applied to the fuselage mesh, it is a good idea to check if they did not spoil something in the alternate UV layout. (This is second UV layout in this model. As you can find in the previous posts, I created the first UV layout, named UVMap, for the other textures, for example – for the camouflage).

Indeed, when I switched the current UV layout from UVTech to UVMap, I saw that I have some troubles here:

The primary reasons of these troubles are:

  • Substantial modification of the mesh topology in this area (some of the original faces that were mapped in this layout have disappeared);
  • Alteration of the seam line: seam lines are shared between UV layouts. I altered the original seam to another edge loop, while working on the UVTech layout;

In the effect, now I have now some highly distorted and stretched faces in the UVMap layout (as you can see in figure above).

To fix this flaw, I modified the UVMap layout. I had to accept that there will be some distortion of the texture image on the bottom wing fillet areas, as you can see in figures "a" and "c", below. I decided that such a distortion is passable for the color textures (for the technical details I will use another, UVTech layout).

An important element of the UV layout for color textures is the location of the seam lines. (The unavoidable color differences between separate parts of the texture image always occur along the UV layout seams). Usually I try to hide them, marking as the UV seams the mesh edges that run along a panel seam (see Figure 60-2, in this post). That’s why I cannot use here the seams from the UVTech texture: they run across a “blank” area of the aircraft skin. However, there are no appropriate panel seams in this area. Thus I when I decided to create an additional seam, I placed it along one of the rivet seams (as in figure "a", below):

Then I had to modify the layout of the mesh faces in the UV space (figure "b", above). (I used a little Blender trick to quickly obtain such an effect. First I temporarily removed the seams from the alternate UVTech map. I also removed all the “pins” from the vertices around this seam. Then I invoked the “Unwrap” command, and all the mesh faces “reorganized” themselves around the new seam. Finally I had just to pin them again, and restore the removed seams from the other mappings.)

However, it seems that I went in my modifications too far, when I “improved” the upper part of the wing fillet:

I deformed its original, conic shape, unconsciously reducing the cross-section radii of this surface over the wing upper area. It seems that I had forgotten to look on the photos. Now I have to fix this error.

To ensure that the shape of the panel lines in my model will match the photo, I placed in the model space some auxiliary “stiffeners” (figure 'a", below):

The reference photos were a great help here: some of them depicted these stiffeners in the side view, the others – in the top view (figure "b", above). I used these pictures to precisely determine locations of these seams in the 3D space.

Using my auxiliary objects, I was able to recreate the wing fillet with greater precision:

As you can see in the figure above, I also created two auxiliary conical segments. They provide me a kind of “indicator” of the differences between the “ideal shape” and the fuselage surface.

Figure below shows the results. Because there are no panel seams along the inner stiffeners of the wing fillet, I drew their rivet seams on the model texture. As you can see, they match both reference photos:

In this source *.blend file you can evaluate yourself the current version of the model, and here is the Inkscape file.

Within two-three weeks I should prepare the first texture. It will be the bump map.

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, December 9, 2016 3:25 AM

Small update: since November I am engaged in a time-consuming project in my daily job.
I will resume my work on this model in March 2017.

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, March 26, 2017 9:36 AM

OK, I completed in March my "daily" project, so I am back at my work here.

In this and the next post I will describe my work on the first of the textures required for the SBD Dauntless model. It is called bump (height) map. I use it for recreating all of the minor details that are visible on the aircraft skin.

However, before I begin this work, I had to put my model into more “natural” surroundings. I imported the environment (World) and the material settings from my previous model (the P-40). You can see the initial results below:



Of course, the propeller of this aircraft is static, and there is nothing in the cockpit and under the engine cowling. Do not worry, this is just the first approximation! The principle is that you should work with the materials in the final environment. Otherwise the final result may not look as you want. In this case there is an outdoor scene, full of the sunlight. (Every painter will tell you, that everything on the picture depends on the light: many details would look quite different in the indoor lights and their soft shadows).
As you can see, I decided to start this work with an ideal, smooth and shiny material. Each new texture that I will apply will make it more realistic.

Note for those, who will examine the contents of the Blender file that accompanies this post: I am using the Cycles renderer to create this one and the future pictures. (Cycles is one of the Blender rendering engines). The node-based schemas of its environment and materials are quite complex. What’s more, I modified them after importing from my P-40 model, temporarily removing all of the original P-40 textures, and disconnecting many fragments that initially are not needed:



If you would like to analyze details of this setup – you can find its step-by-step description in vol. III of the “Virtual Airplane” guide. It shows how to obtain the required effects, and also discusses some of the possible alternatives.

Creation of the bump map resembles work on a new scale plan. I am drawing it as the scalable (vector) drawing in Inkscape, adding new details to the picture that I started in one of the previous posts. Keeping the source picture of this texture in the SVG format allows me to quickly generate image of any resolution.

I decided that it will be much easier to use the same texture for all of the SBD versions. Thus I had to shift the UV maps of some version-specific elements (mainly the engine cowlings) into the other, unused areas of this UV space.


Then I had to fill the areas between the panel lines with rivet seams, bolts and various inspection doors. I stared with the center wing area. I used the reference drawings (scale plans and the UV mesh layouts) to create the first approximation of these lines:



Technically, I sketched the rivet seams as dotted lines, using a customized dot pattern. (You can find how to do it in the “Virtual Airplane” guide, in the chapter about Inkscape, section titled “Drawing a dotted line (rivets)”).

Then I matched these seams against the reference photo. Initially these rivets were in red, because this color makes them more visible against the background picture:



During this work I had both: Blender and Inkscape windows on my screen, side-by-side. On the reference photo in Blender I could see the differences between the real rivet seams and my drawing. Using these findings, I updated accordingly the drawing in Inkscape. Then I exported it from Inkscape as a new version of the *.png file, reloaded it in Blender, and looked for the remaining differences. Refreshing the mapped image with these “export+reload” commands is quick and requires just two mouse clicks, and one keyboard shortcut in Blender. Usually I need between 3 and 6 of such iterations to obtain a satisfactory match between my drawing and the photo of the given part of the aircraft.

When the rivet seams are in place, it is good idea to check if the internal ribs and spars fit their lines. (While working on the wing, I created a few of these internal reinforcements inside the wheel bay *– see figure below):



In the 3D View mode Blender draws the texture on both sides of the surface, so such a comparison is pretty straightforward. To see the rivet seams “through” the elements being verified, I switched their display mode to Wire. When I identified a difference, the rule was that the rivet seams are in proper location (because they were already verified against the reference photos, while these ribs and spars were based just on the reference drawing). In the case depicted above, I had to move forward the front spar (by less than 0.5”).

When I verified all the rivet seams from the current area, I switched their colors. Because the leading edge of the SBD wing had smooth finish with flush rivets, I created for them new sublayer, named Flush. These seam lines are black. The remaining rivets had classic (dome) heads, thus they are white. I placed them on another sublayer named Dome. I also added to this drawing the inspection doors and the fuel filler cover:



In the bump map texture, the shade of the gray determines the height of an area. The highest element is white, while the lowest is black. Thus I switched the background color of my Inkscape drawing to the neutral gray (50% black + 50% white). Then I could recreate the aircraft skin panels. In the SBD Dauntless these panels overlapped each other. To achieve this effect, I used areas filled with linear gradient:



In this fragment of the aircraft skin I used only areas filled with vertical gradients. I placed them on Panels:Vertical sublayer. (In more general cases, I will also use another set of panels, from :Horizontal sublayer). There are always some sheets riveted atop other panels. In this drawing, I drawn them as the lightest areas, placed on Overlays layer. To decrease variation of the rivets height between the darker and lighter areas, I made their layers partially transparent. (See more details of this method in the “Virtual Airplane” guide, in the chapter about Inkscape, section titled “Mapping construction details of airplane surfaces”).

As you can see in the figure above, I also sketched various minor openings in the aircraft skin. Initially they are red (just for easier matching against the reference photos). Ultimately the verified elements from this layer are black. I will use them not only for the bump map, but also for another auxiliary texture: the opacity map (you will see it “in action”, soon).

OK, let’s check how this first fragment of the bump map looks on the model. I exported it from Inkscape as a raster image (4096x4096px) named nor_details.png. Then I added to the material schema an Image Texture node, which represents this image. It is connected to the Displacement slot in the material output:



As you can see in the figure above, I selected one of the available UV maps by name *– using the Attribute node. Usually in my schemes it is accompanied by a UV Fallback node. This custom (group) node provides the default UV map for the meshes that do not have the UV map specified in the Attribute node.

You can evaluate the results below:



The first thing that I noticed: the dark gray dots that I used to emulate the flush rivets should create less visible seams. Currently their rivets seems too deep – so I should make these dots lighter. The same applies to the small bumps around bolt heads (visible on the covers).

You can see the details created by the bump texture when you place the model between the camera and the sunlight. (Check it, playing with the rendered model that accompanies this post). These skin details can completely disappear, when you look at the model from certain directions. As in the real world, all these rivets and panel seams are mostly visible not because of their shape (recreated by the bump map), but because of the small amounts of dust and dirt that accumulate around them. In one of the future posts I will recreate this effect, using the reflectivity texture. For this purpose I will reuse most layers from the bump map image.

In this source *.blend file you can evaluate yourself the current version of the model.

As you can see in this post, you have to draw a lot of details while preparing the bump map. (I think that this is the most time-consuming texture). However, nearly all of the other textures will base its drawing. In the next post I am going to show you the finished version, so give me some time to complete its image. I think that I will publish this second article about bump map within two weeks (on April 8th).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 8, 2017 12:55 PM

Originally I was going to describe the finished bump map in this post. However, when I started writing it, I discovered that I have enough materials for at least two subsequent posts. Thus I decided to split this text into this and the next article.

There are many small openings in the aircraft skin. For example – perforation of the SBD Dauntless wing flaps, or small slots for control surfaces actuators. It would require a lot work to model each of such details “in the mesh”. What’s more – it would make the model meshes much more complex, which would hinder the UV mapping, and so on.

Fortunately, there is a much simpler solution for all these small openings. Just draw their shapes as black objects on white background, then use this picture as so-called opacity map:

0069-01.jpg

As you can see in figure above, the final result does not differ from the openings modeled “in the mesh”.

For this opacity map I used a 4096x4096px image, mapped with the same UV coordinates as the bump map (i.e. UVTech coordinates). Below you can see how it is connected to the material scheme:

0069-02.jpg

I also used these black contours in the bump map (they create impression of “metal sheet thickness” around edges of these openings).
Of course, if you wish to make extreme close-ups of the model, you can generate from the source Inkscape drawing a raster picture of higher resolution (8192x8192px?). In the extreme cases you can even create a separate UV map for the opacity texture, enlarging the areas around holes and reducing all the others. (I do not need such an extremal solution in this model).

Working on this model, I am drawing the bump map and the opacity map in parallel.

In the previous post I showed how I recreated bump map details of a classic stressed skin: rivets, panel edges. However, the fabric-covered surfaces, like the aileron, require different elements:

0069-03.jpg

As you can see, the background color of this image is darker than in the previous post (it is 75% black). I decided to use it, because most of the elements on the SBD skin is protruding (rivets, inspection doors). To recreate the protruding rib edges, I used a combination of linear and circular gradients (the latter for the circular endings of each rib). These gradients have a sharp, symmetric, parabolic profile. (For details of this solution, see “Virtual Airplane” guide, chapter about Inkscape, section titled “Mapping the fabric-covered surfaces”).

I also used gradients to recreate flanges, stamped around the flap holes:

0069-04.jpg

I set the opacity values in the subsequent nodes of this gradient so that they match the profile of this flange.

For another element I had to use a different solution. The fabric between ribs is tensed like a membrane, so in an aircraft standing on the ground it is flat. However, in the flight it is deformed by the airflow. To reproduce this deformation, I added another shape to the bump map:

0069-05.jpg

First I sketched black shapes in the areas between ribs. Then I used a special so-called SVG filter to blur these areas. (SVG filters are “dynamic” modifiers: I still can turn it off to modify the original contour). Such a blurred shape creates gentle recesses on the rendering.

One note about implementation of these recesses in the bump maps textures. To obtain the effects depicted above I had to intensify the “black” components. The contrast between black areas and 75% black of the background is relatively low in the basic texture (see the fragment of nor_details.png image, presented below). To make these recesses deeper, I had to add another texture (nor_blur.png – see figure below):

0069-06.jpg

Pixels from both images are merged in the material schema using Multiply node, thus all black areas in the result image are still black. Before the Multiply node, each texture has its own control node. These nodes control influences of their sources in the resulting bump map image (i.e. in the input delivered to the Displacement slot in the surface output node). The simpler Moderate node can make nor_blur.png darker, while the control node of nor_details.png makes it lighter (the Min value), but simultaneously it can “flatten” its grayscale Range. Comparing to altering the shades of the source image layers in Inkscape such a solution has two advantages:

  1. You can easier to alter their intensity in the material schema, and you can instantly see the effect on the rendered picture;
  2. Blender converts output from Image nodes to floating-point numbers, thus you will not lose any contrast from the source image. (In Inkscape every elementary color component is converted to a byte integer 0..255, thus when you decrease color intensity range, it can lose some of the image contrasts);


Of course, I can also decrease depth/height of a single element (for example – recesses of the fabric surface between the ribs) by reducing its opacity in Inkscape. However, to apply such a change, you have to export the new version of the texture image from Inkscape and refresh it in Blender. It requires more “clicks” than altering of a single slide in the material scheme. On the other hand, I did not want to use too many images in the material schema. Thus I decided that I will use two source bump maps in Blender. I expect that I will alter their intensities more often than the others.

Figure below shows the updates that I made in this post, on the model:

0069-07.jpg

As I mentioned before, the rivets and panels seams created by the bump maps are visible from a relatively narrow field of view. The camera used to create the picture above was outside this area. They will become more visible when I apply other textures (reflectivity map, color map).

In this source *.blend file you can evaluate yourself the current version of the model. Note, that the enclosed texture images covers just the wing (BTW: it had a hell of inspection doors on its lower surface!). There is no image for the tailplane, nor for the fuselage, yet. I will finish these areas and describe in the next post, which will appear in two weeks.

  • Member since
    January 2015
Posted by PFJN on Sunday, April 9, 2017 7:46 PM

Hi,

Thanks for all the detalied posts.  I always wanted to try and do a detailed 3D model, but I'm not sure that I'd ever have the time to devote to it, like it looks like you did.

Most my 3D stuff is ship related abd has been very simple, but its all still fun.

Can't wait to see the rest of your info.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 22, 2017 1:47 PM

Pat, thank you for following this thread!

I have seen that other 3D modelers do their stuff much quicker than me. I am relatively slow, so maybe it does not require as much time as you estimate to make a decent computer model :).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 22, 2017 1:48 PM

In the middle of April I described the enhanced the bump map texture effect, using two different images. This is the continuation on this subject.

Have you ever noticed that the classic stressed skin of a real aircraft is not ideally smooth? It is more visible in the areas where the skin is thinner, especially on an old, “weary” aircraft:

0070-01.jpg

The wing on the left (see the picture above) belongs to a SBD-4 (BuNo 10518) from Yanks Air Museum in Chino. This wing was recovered separately from Guadalcanal (circa 1980), and restored a few years later. This aircraft is in flyable condition (registered as N4864J), but has not flown since its restoration.

The wing on the right on the picture above belongs to a SBD-5 (BuNo 28536) from Planes of Fame, also in Chino. This wing was also recovered from Guadalcanal, in the same time as for BuNo 10518. This aircraft was restored, registered as N670AM, and made its first flight in 1987. Since that time it has been flying during various air shows.

I assume that the skin of the SBDs that were flying in 1940-44 resembled the skin of the wing from the left picture. Note that the leading edge and the central panels have no visible deformation. (However, their skin still could deform a little in the flight). This is because they were created from relatively thick (0.032”) sheet metal. The buckling of the skin is more visible on the panel behind the rear spar, because it was made from a thinner (0.025”) sheet.

It is quite easy to obtain this effect using textures:

0070-02.jpg

To do it, I re-used the contents of the Rivets layers from the source Inkscape image. However, before I did it, I drew additional, thick gray lines below the rivet seams. I placed these lines on a separate layer, named Shadows:

0070-03.jpg

Once this was done, I could compose the final texture image using these lines and clones of the Rivets sublayers:

0070-04.jpg

First I altered the color of the white Rivets: Dome elements, using a simple SVG filter that blackens everything. Then I blurred this composition, using another SVG filter: cascading Gaussian blur. (For details of this solution, see “Virtual Airplane” guide, chapter about Inkscape, section titled “Using filters”).

Finally, to decrease the influence of this texture on the forward part of the wing, I covered it with a gradient-filled shape:

0070-05.jpg

 

As you have noticed, in this composition I re-used contents of the Rivets layers, using their clones. Using such clones in the final texture image allows me to easily modify contents of these pictures in the future. When you alter any element in the source layer, Inkscape immediately updates all its clones. Thus I rearranged the structure of the SVG file (see the layers pane in Figure 70‑5). I grouped all the source layers (Rivets, Panels, Covers, Bolts, etc.) into a layer group named Source. Then I created another layer group, named Result. Each of its sublayers contains the composition of one final texture image (Holes, Nor-Details, Nor-Blur). Their contents is composed from clones of the Source sublayers, with altered opacity and (sometimes) applied various SVG filters. (See the source Inkscape file).

When I work on such a drawing, I am drawing new elements (or modifying existing ones) on the Source sublayers. Then from time to time I export the final images generated by the Result sublayers to the raster files, used by Blender (holes.png, nor_details.png, nor_blur.png).

In the process of creating textures, the most troublesome areas are those along seams, especially when such a seam contains a corner. Some time ago I tried to avoid breaking the skin panel edge along such a UV seam (see this posts, Figure 67‑3). Now I can see that this was a bad idea:

0070-06.jpg

The rivets in the line that runs along the UV seam are skewed. They also have different sizes. All of this has occurred because of the high shape distortion of the bottom faces that belong to the large wing fillet.

I placed the small part of the fuselage inside the UV seam at the center wing. This fragment is undistorted. The remaining triangle (marked in orange in the figure below) is an area where the mesh faces mapped onto UV surface have high distortion (see figure "a" below):

0070-07.jpg

After some deliberations, I decided that it is much easier to join the few rivet lines that run across an UV seam, than to improve these skewed rivets produced by the current UV mapping. (Well, as you can see, the “improvement” of the seam line that I made some time ago was a bad idea). Thus I had to shift the UV seams to the outer edges (see figure "b", above), and “glue” some additional mesh faces to the center wing. This time I took care to minimize deformation of the faces that remained outside the mesh seam.

Figure "a" below shows, that I was able to precisely match the rivet lines across this new seam. It was not as difficult as I thought. Figure "b" below shows the UV map of this area and the original image of the panel seams and rivet lines:

0070-08.jpg

Note that this time only small number of rivets occur in the highly deformed area. On the other hand, because the degree of deformation is lower than in the previous case, these rivets are not ideal, but look “acceptable”, at least.

Figure below shows both bump map images, that I mix to obtain the texture of the technical details:

0070-09.jpg

At this moment, I filled with appropriate details all the common surfaces, and the elements belonging to the SBD-3. As you can also see, I already drew some asymmetric elements on these textures. However, before I map them, I have to apply the Mirror modifiers to the appropriate meshes of my model. I will do in the next post. (I delayed this operation as long as I could, because presence of the Mirror modifiers allowed me easily alternate the model shape. (I had to modify its left side only. Blender took care on updating of the right side). However, after so many months of various checks I can only hope that the shape of this model “seasoned” enough, so I will not have to modify it in the future).

Figure below shows my model. (To make the effect of the bump textures more visible, I significantly increased their intensity):

0070-10.jpg

Strangely enough, I obtained such an intensity increase by setting control nodes of these two textures to negative values: Moderate:Range = -1 (nor_blur.png) and Range From Min:Min = -3 (nor_details.png).

Actually, the textures of this model are symmetric, which means that there are many missing/wrong details on the fuselage right side. In the next post I will introduce asymmetry to these meshes.

In this source *.blend file you can evaluate yourself the current version of the model, and here is the source Inkscape file of its textures.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 6, 2017 6:13 AM

Although the technical details of aircraft skin are symmetric in general, there are always exceptions. For example, look at the bottom surfaces of the SBD (Figure below shows them on my model):

0071-01.jpg

As you can see, there are several details that are not symmetric. (In addition, let’s do not forget about the asymmetric opening under bottom covers of the fuselage, visible on this picture – see Figure 70‑9 in my previous post).

So far I mapped only the symmetric half of the wing on the UVTech texture layout. It occupies a significant portion of the space. Such a size allowed me to draw all the technical details in higher resolution. The plan was that both wings will be mapped in the same points of the UV space, because most of their structure is symmetric. For the few asymmetric details, I was going to prepare additional areas, intended for the UV mesh faces that contain these elements.

Let’s see how it works in practice. I created the right side of the center wing by mirroring its left side (see figure "a", below). Initially, the texture image is symmetric, because mesh faces from both sides are mapped onto the same areas in the UV space:

0071-02.jpg

Then I drew the asymmetric elements of the center wing on the image, and “flipped” an L-shaped selection of the corresponding UV faces onto this area (figure "b", above). However, when I looked at the effect in the 3D space, I saw a huge texture deformation (figure "c", above). Why did it occurr?

The reason of this deformation is the Subdivision Surface modifier that I used to smooth this mesh (as well as most of the other meshes in this model). To preserve proportions of the texture image, I enabled its Subdivide UVs option. When I turned on in the UV/Image Editor the preview of the modified (ultimate) UV faces, I saw the pattern as in figure "a", below):

0071-03.jpg

Edges of the ultimate, subdivided UV mesh faces are marked in yellow. As you can see, the Subdivide UVs option “smooths” all inner corners of the original UV layout! Well, I cannot disable this option, ibecause it would deform the texture details, on all mesh faces. Still, it is possible to counter this “inner corner” effect by sharping selected seam edges (i.e. by increasing their Crease coefficent to 1.0). As you can see in figure "b", above), I was able to fix most of the original deformation in this way. However, while I could mark as sharp any of the “rib” edges, I could not do the same for the perpendicular “stringer” edge, because it would change the wing shape. (It would alter the side view profile of the center wing).

All in all, the solution for the wings was to “cut out” from their UV layout “stripes” of the faces that span across whole wing chord. Such a stripe has no inner corners (figure "a", below):

0071-04.jpg

As you can see in figure "b", above, it produces the desired effect. The drawback is that it occupies more precious UV space, and I had to replicate more details on this drawing (for the whole span of such a “stripe”).

There are also few differences between the left and the right outer wing:

0071-05.jpg

Strangely enough, aircraft designers usually place all additional stuff like the aileron tab or landing light on the left wing. At this moment I just marked on the wing the contours of these two lights. During the next, “detailing” phase of this project, I will create all of these three details shown in the figure above as separate objects. However, I still have to modify the bump map texture, because of the different rivet pattern around these lights and frame around aileron trim tab. (When there is an element without influence on the rivets/panels pattern, I skip it at this moment. For example: in the left leading edge of the center wing there is small round inlet of the cockpit ventilation air. It does not alter the rivet seams, thus I will recreate it completely during the detailed phase).

Following the experiences with the UV mapping of the center wing, I stripped two full-span bands of the UV faces from the left wing and the right aileron:

0071-06.jpg

Frankly speaking, drawing details of these additional strips in a way that they seamlessly fit the rest of the wing was quite difficult. As you can see, I also made small adjustment on the leading edge seam, on both wings. (It removed the deformation described some time ago in this post, Figure 64-9).

The UV layout depicted above contains three inner corners, all located on the leading edge. This is a kind of a compromise: I used sharp “rib” edges (Crease = 1.0) to minimize the overall deformation of the mesh UV faces around these points. They still bend the texture along their “stringer” edges (as in the case of the center wing, depicted previously in this post). However, in these two particular cases I managed to “hide” this unwanted effect. Figures below show how I did such a thing:

0071-07.jpg

Figure "a", above, shows the fragment around the landing attitude light indicator and its faces in the UV space. This is a simple quad, without inner corners. As you can see, I mapped the inner wing edge as a straight line, to facilitate drawing of the multiple rivets and panel seams that run along it. Figure "b", above, shows the details of the corresponding inner corner in the main part of the mesh. I used a sharp “rib” edge along this seam. Still there is deformation along the perpendicular “stringer” seams, but it is practically invisible. There are two factors that “hide” it:

  1. The edges adjacent to the seam edge are relatively close to each other, which minimizes the deformation size;
  2. The seam edge runs in “safe” distance between nearest visible element of the texture image (a rivet seam), so the deformation in the UV mapping disappears before it reaches this image;


The possibility to “cut out” such a small part from the main body of the UV faces preserved precious UV space. It also allowed me to avoid duplicating on the texture picture of all the details along the inner edge of the left wing. (It would require a few hours, to fit such a separate fragment to the rest of the picture).

Apart the differences on the bottom of the fuselage, depicted in the first figure of this post, there are also differences between its left and right side:

0071-08.jpg

The circular door of the life raft compartment was located on the port side (you can see it in the last picture from the previous post - Figure 70‑10). The raft was packed in a tube riveted to the starboard skin, creating characteristic circular rivet pattern (visible in the figure above). The door to the baggage compartment was also located on the starboard. There were also differences in the locations of the steps to pilot’s cockpit.

The shape of this fuselage is much more complex than the wing. I cannot mark any of its edges as sharp, because it would change the shape of this element. Thus, after the experiences with the wing, I decided that I need to map in the UV space the whole fuselage right side. Fortunately, I preserved some spare space on the original UVTech layout. Now I used it to fit this part:

0071-09.jpg

On the picture above, I marked the newly added objects in orange. The main dilemma was how to fit another fuselage silhouette by replacing as few drawing elements as possible. As you can see, I finally decided to “shuffle” the cowling panels from the left side of the original image into the spare area. It created enough space for the fuselage on the left. Note that I also added the right sides of the cowling panels (because they also were asymmetric: there were two inspection doors on the left side of the cowling).

Figure below shows the source image of the bump textures adapted to this new layout:

0071-10.jpg

My experience tells me that in the future I will have to update some details of this picture, following new findings in the photo material (it is just a matter of time). Avoiding applying the same modification twice, I decided to join into a group all the originally drawn elements that are identical for both sides of the fuselage and belong to the same layer. Then I created a mirrored clone of such a group and placed it over the right side of the fuselage. After I “filled” this contour with all the required clones, I drew the asymmetric details. In the future, when I change contents of any of these groups on the fuselage port side, they will be automatically updated on the starboard.

I drew the other side of the elevator in the same way. In this case, the whole difference is a plate mounted between two ribs. It contains the hole for the trim tab actuator. Of course, I could “cut out” this very mesh fragment, as I did in the case of the aileron. However, in the SBD the elevator is smaller than the aileron, thus I decided to make the “full size” copy of its opposite side. (Just to make the eventual future modifications easier).

In this source *.blend file you can evaluate yourself the current version of the model, and here is the source Inkscape file of its textures.

  • Member since
    January 2015
Posted by PFJN on Saturday, May 6, 2017 1:52 PM

Hi,

Thanks for the update.  Everything looks incredible. Big Smile

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Tuesday, May 16, 2017 12:47 PM

PFJN - thank you!

_____________________________________________

This post is a small digression about a modeling technique that may be useful for those, who would like to build their own 3D models.

There is a detail on the bottom surfaces of the SBD center wing: an opening, made partially in the cover of the fuselage belly:

0072-01.jpg

The difficult part of this detail is its flange, stamped in the fuselage cover. I just have two photos of this element, both of average resolution. On both of them you can see a typical circular recession, made around the opening in the belly cover. In fact, such a feature is quite common in the sheet metal design (you can see plenty of such stamped flanges in various places inside your car). This is a minor detail, too small for any serious modeling, but too large for recreating it with the textures.

I had an idea of shaping this recession using so-called displacement modifier. (I used it for a certain purposes in my previous model). It displaces mesh faces along given direction, on the distance determined by the color intensity of assigned texture. (That’s why I waited with this detail for the texturing phase). The displacement modifier requires plenty of small mesh faces. I thought that I will generate them by increasing the number of mesh subdivisions in the Subdivision Surface modifier assigned to this cover. Preparing for this, I split the mesh of bottom fuselage in the middle. This operation created two objects, representing the forward and rear part of the Dauntless “bomb bay”. I was going to increase the subdivision level in the rear part, which contains the flange.

However, after initial trials I went to the conclusion that the displacement modifier is not optimal solution for such a circular shape with rounded edges. It would require relatively high subdivision level, to obtain this shape with appropriate precision. (It would generate hundreds thousands of additional elementary faces). Too much troubles for such a small detail. Thus I decided to find another method that requires less resources.

Finally I modeled it using a technique that resembles me methods used by dentists. First I cut out in the belly cover circular area around the flange:

0072-02.jpg

To not complicate the mesh of this cover, I did it dynamically, using additional Boolean modifier and an auxiliary cone (the latter as the “cutting tool”).

Then I formed around the opening a small ring of faces, and extruded them, creating the basic shape of the flange:

0072-03.jpg

In the next step, I trimmed the extent of this mesh faces using the Boolean modifier and the same auxiliary cone that I used for the belly cover. Then I fitted external edges of this flange to the edges of the belly cover:

0072-04.jpg

Note that, thanks to the Boolean modifiers, I only had to fit these edges along the normal direction of the joined surfaces. It required less work. To further facilitate this task, I assigned a contrasting red color to the rim of the belly cover.

Finally I mapped this small detail on the general UV map (figures "a", "b" below):

0072-05.jpg

The UV map of this patch is a simple projection from the vertical view. So far it looks good – there are no visible seams between the patch and the belly cover (figure "c", above).

Figure below shows the final result on the rendered picture:

0072-06.jpg

You cannot recognize here that this fuselage cover is created from two separated objects – it looks like a single one. This is the effect I wanted to achieve.

Of course, this method of using shared Boolean “tool” for trimming both involved objects is useful for modeling single features stamped in a sheet metal. It would require too much work for modeling more than two or three such objects. (Fortunately, they do not occur too often).

You can examine the details of this mesh in this source *.blend file (this the same file that I attached to the previous post).

  • Member since
    January 2015
Posted by PFJN on Friday, May 19, 2017 8:23 PM

Hi,

Your attention to detail is amazing.  I look forward to seeing how everything turns out.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 27, 2017 1:31 PM

Pat, thank you for following this thread!

Today I will add some basic "weathering" to this aircraft:
_______________________________________________________

I already finished the bump map (in the second-last post), so it’s time to introduce another texture: the reflection (ref) map. It alters the basic reflectivity (gloss) assigned to the material. In addition, it also alters the material “roughness”. (In the typical CG materials the roughness and reflectivity are coupled in an inverse proportion). These two parameters are important, when you have to paint an oil streak or a soot streak. Both are black – the difference between them lies in their reflectivity.

The effects of the ref map are most visible inside these areas of the model that actually reflect the light:

Figure above shows two renders of the same model: the upper one was created without any reflectivity map, the lower one uses a basic ref map. (I created this texture around the technical details of the aircraft skin).

Compare the rivets seams in these two pictures, especially in areas (1) and (3). As you can see, ref map “emphasizes” these elements. In the lower picture the rivets and panel seams look more weathered than in the upper picture. The same applies to the bolts (2). In general, I use the reflectivity map to recreate the weathering and dirt that accumulates on the aircraft. Of course, the dirt pattern of this texture has to be tightly coupled with the corresponding pattern on the color map. (I will describe it in the next post).

I composed the basic reflectivity map in Inkscape, using three overlapped pictures. I briefly describe this composition below, on a representative fragment of the texture: the wing tip. (This fragment is small enough to make visible the minor details of this image. You can also examine the source Inkscape file for the further details). The first component of this texture is a blurred image of the basic rivet seams:

It contains clones of three source layers: Rivets: Dome (turned black), Rivets:Flush, and Shadows. To alter the color of the Rivets: Dome layer clone to black, I used an auxiliary SVG filter that contains just a single ColorMatrix component. Similarly, to blur the contents of this Ref-Details:Blur layer, I used another SVG filter, that contains a GaussianBlur component.

The other component of this texture emulates the small, random dirt and scratches that accumulate around all seams. I named it Grunge:

I composed this picture from clones of the Lines, Contours, Bumps:Bolt and Covers layers. Their contents is “dispersed” here using a special SVG filter. (For details of this solution, see “Virtual Airplane” guide, chapter about Inkscape, section about the dirt effect). I used here a new layer Contours, which I have not mentioned in previous posts. It contains just outer outlines of some selected elements (for example – cowling panels), drawn using thicker black line. (Such a line adds additional dirt along their edges).

I placed the dirt image (Ref-Details:Grunge layer) over the blurred panel lines (Ref-Details:Blur layer), and placed on top of them another layer named Ref-Details:Other. It contains clones of the Rivets, Fabric:Stripes, Covers, and Bolts layers. The idea is that this layer “clears the dirt” off the protruding skin elements (that’s why the clone of originally black Rivets:Flush layer is white here). Figure below shows the final composition of the Ref-Details texture:

The basic elements of this image – clones of the source layers – will update automatically, when I change one of the original layers. This feature is important for me, because I often have to introduce small corrections to the model, even during the last, detailing phase of the project. (You never know, when you find a new picture or drawing, which reveals that a particular detail in your aircraft had a different shape). Some of these corrections require corresponding changes in the textures. The automatic update of the three basic textures (two bump maps, and this reflectivity map) is a great help in such a case.

I exported contents of the Ref-Details layer into a file named ref_details.png, and connected it to the material scheme:

Because this Inkscape image re-uses the same components as in the bump maps, the reflectivity texture uses the same UV layout (UVTech). I connected this texture to two sockets: Ref Image and Dirt Image. The max. (i.e. basic) reflectivity is controlled by the Reflectivity parameter, while the contents of the ref texture decreases this value locally, in appropriate areas. The intensity of this effect is controlled by the Range parameter in the auxiliary Range To Max control node. To control the dirt effect I use the Dirt Intensity parameter (there is no need for another Range To Max control node on this line, because the basic Dirt Intensity = 0). (For explanation of the inner details of the X.Textured Skin group, see “Virtual Airplane” guide, chapter “Texturing the Model”, section “Summary”).

The dirt is hardly visible on the metal surface kept in the “natural finish”. (You can see the effect of this reflectivity map on such a surface in the first figure in this post). Om this example I switched the material to the non-specular Navy Blue-Gray color (see figure above). The U.S. Navy and Marines used this color to paint the upper and side surfaces of their aircraft in 1941, 1942 and 1943. This is just the first approximation – a solid color for all surfaces. (I will create the proper color texture in the next post).

Figure below shows the result of applying the reflectivity/dirt map (connected as in figure above) to a low-specular surface:

Still, the aircraft depicted in the figure above seems “too clean”.

To further enhance this dirt pattern, I combined the original image with a random “noise” pattern (see figure "a", below). This random pattern is composed from two different Noise Texture nodes of different size. One of them creates big darker and lighter “clouds”. I set the intensity of the General Noise texture (in the accompanying Range To Max node) so that its darker “clouds” have similar shade to the elements of the of the ref_details.png image. It makes the resulting dirt/ref pattern less regular (see figure "b", below):

The other component of the General Noise pattern creates a “white noise” of small darker and lighter spots (see figure "c", above). It resembles the real micro-dirt, dispersed evenly on the whole aircraft surface.
On all SBDs you can see anti-slip stripes running along both sides of their fuselages. Its surface was painted in the factory with a special “rough” paint. It seems to have much lower light reflection than the rest of the aircraft surface. I will recreate this reduced reflectivity of this strip on the ref texture, while I will paint it in black later, on the color texture.

It seems that the anti-slip strip is longer on the restored aircraft than on the photos of the original SBDs. To determine its true (i.e. original) size and location, I used the archival photos, as well as the contemporary photos of the few SBD wrecks (taken before their reconstruction). Below you can see two of these photos:

Figure "a", above, shows the original state of the SBD-5 restored by the Pacific Aviation Museum, while figure "b", above, shows the SBD-3s on the deck of USS “Enterprise”, on April 4th, 1942. It is a good photo, because it shows multiple aircraft belonging to the same squadron. You can see on these bombers that the anti-slip stripes extend from the trailing edge to the main spar of the wing. Precisely the same span you can see in the original SBD-5 from figure "a", above. However, on some airplanes that I saw on the photos the anti-slip strip is extended over the main spar, into the area that I marked in figure "a" with white outline. I suppose that this forward part of the strip could be painted in black by the local crews. It seems that they used various paints for this purpose, sometimes even the glossy ones.

At this moment I recreated this strip in its standard shape: from the trailing edge to the main spar. For this (and other, similar) purpose I made an auxiliary reflectivity map, and named it ref_aux.png (see figure "a", below):

You can see that I drew the anti-slip stripe in black there – this means that this area will have the minimal reflectivity (and maximum roughness). Thinking about the eventual glossy fragment at the end of this strip, as well as the oil streaks that I will paint in the next post, I set its background color to neutral gray (50% black). All the glossy elements will be lighter than this color. In addition to the strip, I decided to decrease the reflectivity of the fabric-covered control surfaces. (The fabric surface is rougher the metal surface, even when you paint them using the same paint). Because this difference in material reflectivity is not as intensive as on the anti-slip strip, I filled the aileron, elevator and rudder outlines with a dark gray instead of black.

Figure "b", above, shows that I mixed these auxiliary and basic ref maps using a Multiple node. This means, that now the background color of the resulting image is close to the neutral gray (it was 92% white, before). To compensate this difference, I had to increase the basic Reflectivity (the parameter in the X.Textured Skin group) to the maximum.

Below you can see the results of applying this additional ref map:

In figure "a", above, you can clearly see the anti-slip strip as a dark area on the center wing. Similarly, the fabric-covered aileron is also somewhat darker than the rest of the wing tip surface. However, this effect depends on the incoming light angle. When you look at this model from the opposite direction (as in figure "b", above), you will notice that these areas are lighter! In the real world, you can find the same effect on the photos of the aircraft painted with non-specular paints.

Figure "c", above, shows the final effect of the reflectivity maps, created in this post. In fact, this is just a beginning: this texture represents an “overall dirt”, evenly dispersed on the whole aircraft. Now I have to add the soot and oil streaks that appear on every real piston-engine airplane. The radial R-1820 engine (and especially its exhaust stacks) provided plenty of interesting patterns on the SBDs fuselages and center wings. However, I want to paint this dirt simultaneously on the reflectivity map and the color map. Thus in the next post I will prepare the basic color (diffuse) texture, then we will return to the “dirt painting”.

In this source *.blend file you can evaluate yourself the current version of the model, and here is the source Inkscape file of its textures.

 

 

  • Member since
    January 2015
Posted by PFJN on Sunday, May 28, 2017 6:46 PM

Wow, I think I'm going to have to print this entire thread out and reread it several times before any of it really sinks in Smile.  Your work is phenomenal.  Thanks for sharing your techniques, and in-process images/updates.

Pat

1st Group BuildSP

  • Member since
    January 2015
  • From: Tumwater, WA.
Posted by M. Brindos on Thursday, June 1, 2017 12:42 AM

I specialized in texturing and I really must say how freaking phenomenal of a job you have done on this model. This part of your project I can finally connect with. This is amazing!

I can't wait to see more now. Lol

- Mike Brindos "Lost Boy"

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, June 10, 2017 4:08 PM

Pat, Mike - thank you for reading!

Today I will report my work on the color map. As you will see, the lighter bottom side of the standard Navy camouflage forced me to alter some elements of the reflectivity map presented in my previous post...
____________________________________________________________________

The color (also known as “diffuse”) map is the most obvious texture, which you can find on every game model. In my models it is composed of three separate images: the camouflage, the dirt (stains, soot, etc.), and the markings (national insignia, tactical numbers, warning labels, and all other similar stuff). In this post I will compose the basic camouflage texture.

Some time ago I unwrapped the left side of this model (see this post, Figure 62-3). Now I had to complete this work, creating remaining elements of the right side, and unwrapping them on the UVMap layout. The final result looks like the model in the figure below:

For the precise mapping, I used here the color grid image, which I already used in my previous posts. Note the different square colors on the left and right wing, as well as the different letters on the right and the left tailplane.

The complete UVMap layout looks like in the figure below:

In this layout the areas occupied by each mesh are smaller than in the alternative UVTech map. However, while in the UVTech layout both wings and the tailplane are represented by their left sides, in the UVMap layout each of them has a separate place. However, some elements are intentionally placed over another. For example – the inner walls of the “letterbox” wing slats. In this layout I unwrapped their upper faces over the wing upper surface, while the remaining faces partially “touch” the wing lower surface. (In this way I ensured, that the color of these less visible elements will match the surface around them). There are some other elements, placed over the wing or fuselage in this UV layout.

I will paint the camouflage and dirt textures for this model in GIMP. First I imported the UVMap layout from Bleder, and used it as the reference picture:

Note that I have a separate UV layout for each SBD version (although they are similar to each other). All of them are grouped in a layer group named UV. To be more visible, it is applied to the underlying layers in the Multiply mode.

GIMP is a raster image editor (like the popular Adobe Photoshop). This means that at this moment you have to choose the resolution of your all color textures. (You cannot scale it up without losing the image quality, as you can in the case of vector pictures created in the Inkscape). For this model, I decided to paint all textures as 4096x4096px images. (I still remember that I for my P-40 I regretted choosing two times smaller dimensions for my color textures).

Converting the alpha channel of the reference (UV) pictures into the initial selection, I quickly painted the classic two-color Navy camouflage (as used between 1942 and 1943). First I painted the whole model in the light gray (the color of the lower surfaces). I placed this picture on the layer named Lower:

Then I painted the darker, blue-gray upper surfaces. I placed their picture above, on a layer named Upper. For the convenience, I joined both Upper and Lower layers into a group, named Camouflage (see figure above).

I exported the contents of the Camouflage layer to a file named camo.png, and tested it on the Blender model, in the Textured mode (as in figure "a", below):

In this view you should look at the all edges that are mapped as the “borders” of the UV “islands”. In the enlarged view (as in figure "b", above) you can easily see the missing pixels, which are displayed as black spots. I also carefully examined the border of the camouflage colors: there is always a local excess somewhere, which you have to remove in GIMP. I did this check having Blender window on one display, and the GIMP window on another. When I saw an error in Blender, I immediately fixed it in GIMP. When the source picture “accumulated” a few of such fixes, I refreshed its image in Blender. (As long as there are no painting layers in Blender, I still prefer to correct such errors in the GIMP source file).

When the image was verified, I incorporated it into the material scheme:

As you can see, I used an Attribute node to select the proper UV mapping (UVMap). The texture image is connected to the Diffuse slot in the generic shader node group (X.Textured Skin). For the time being I mixed it with the black anti-slip strip, “filtered” (by the Clamp node) from another picture (ref-aux.png, see this post, Figure 73-9). I will use it in this way until I paint this strip on the color image. Note that Blender allows you to mix images that use different UV maps (ref-aux.png texture uses UVTech mapping). It opens interesting possibilities for precise mapping of detailed emblems (as the squadron/personal insignia).

I already checked how the upper blue-gray surface looks like in previous post (see its final renders). Thus now I focused on the lighter, lower surfaces. Most of the things look good In the full sun, so I rendered the shadowed area of the tail (figure "a", below):

Both paints used in this camouflage were non-specular (i.e. they have low reflectivity and high roughness). For such a surface in a shadow, the most visible texture is the color map. In our case (of the X.Textured Skin group), it means the color texture and the “dirt” component from the reflectivity texture. (X.Textured Skin group internally maps pixels from its Dirt slot onto the color texture, using the Multiply operator).

The technical details of the tail (rivets, seam lines, inspection doors) in figure "a", above, are dimmed and hardly visible. It seems that rendering engine has troubles with such scenes, where the harsh light is accompanied by deep shadows. Thinking how to improve this effect, I thought about one of Blender Guru tutorials, about so-called dynamic range (the difference between the darkest and the brightest point in the picture). Blender Guru explained that the problem lies not in the renderer (Cycles), but in the another area: the color management. Following its recommendation, I installed alternative color management tables in my Blender. These tables were prepared by Troy Sobotka. You can download them from the Filmic Blender project site. The setup is simple *– I just had to replace the contents of Blender datafiles\colormanagement directory with the new files, provided by Troy. Although this package was mainly intended for indoor scenes, they still can somewhat improve such an outdoor scene like mine. You can see the result in figure "b", above. The surfaces in the shadows now seems a little bit brighter and more natural. (IMPORTANT: to see it, you need a device which displays true 24-bit colors. For example - it can be an LCD display that uses the IPS technology. The less expensive LCD monitors, like those used in typical laptops, display only 18-bit colors).

When I started preparing references (archival photos) for the next color texture (the “dirt image”), I realized that the actual dirt pattern from my reflectivity map does not match the reality:

Of course, the archival photo on the left reveals a lot of soot streaks and other dirt, which I still have to paint. Nevertheless, the overall pattern visible on the real outer wings significantly differs from the pattern on my model (you can see it in the right picture). There were no soft “traces” along the rivet seams, as I painted on my model. The panel lines were more emphasized (some of them by the thick streaks, but this detail I will paint in the next post).

Actually, the whole dirt on my model comes from the reflectivity texture (ref-details.png image). As you can see in the scheme from my previous post, I connected the inverted content of my ref map to the Dirt slot. (Internally, pixels from this slot are multiplied with the pixels from the Diffuse slot – i.e. from the color map). Following these findings, I modified the source of the ref-details.png image – the Ref-Details layer in Inkscape:

You can find this picture in the Inkscape source file that accompanies this post. I modified it by reducing the opacity of soft traces along rivet seams (the Blur sublayer), while increasing visibility of the panel lines (the Grunge sublayer). The white highlights of the rivets, which look good on the darker upper surfaces, disappear now on the lighter bottom of the wing. Thus I modified this element, adding there an additional clone of the rivets seams. I set its color to into black (using SVG filters), and clipped (using SVG mask feature) to the areas of the bottom wing and lowest parts of the fuselage.

You can see the effects of this new ref/dirt texture in the figure below:

All the technical details are more visible now. The delicate soft treads along the rivet seams still appear in the shadowed areas, but vanish in the harsh light:

In overall, this model seems to be cleaner than it was at the end of the previous post. (It looks like a factory-fresh aircraft). I will work on this issue (by adding more dirt and weathering), and report my progress in two weeks.

In this source *.blend file you can evaluate yourself the current version of the model, and here are the Inkscape and GIMP source files of its textures. Because of the large size of the original GIMP file (*.xcf), this post is accompanied by its smaller version (2048x2048px), packed into *.zip file. I think that such a version is sufficient for checking all the details of this image (the structure of its layers, their opacities and mixing functions). The resulting textures (4096x4096) are packed into accompanying Blender file.

  • Member since
    January 2015
Posted by PFJN on Saturday, June 10, 2017 6:20 PM

Hi, 

Thanks for the detailed post(s).  They are very informative, and your build/modeling continues to amaze me.

Pat

1st Group BuildSP

  • Member since
    June 2013
Posted by bvallot on Tuesday, June 13, 2017 1:34 PM

Witold, I've been very consumed by work and family over the last year, but I haven't missed a single post here. The depth and level of detail is quite inspiring. I'll certainly be bookmarking this page to follow up on when I attempt another Dauntless. 1:48 is sort of my wheel house. I felt pretty good about my first attempt, but I did have a few issues here and there that can't really be seen but it leaves me a feeling that I need to redeem myself. I still have to correct the dive brakes. The rods that attach to the flaps aren't all connecting due to the way I constructed the flaps with styrene...the plastic bows and causes the rods to pop off where they insert. It's always something, huh!?

Your build has given me plenty to think about and offered a few extra references that I hadn't previously had. I haven't seen a lot of chatter on this thread but I do want you to realize what you're contributing to the FS community. =] It's very much appreciated.

Keep at it!!

On the bench:  

Tamiya F4U-1  Kenneth Walsh

 

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, June 25, 2017 6:26 AM

Pat, bvallot, thank you very much for following!

In fact, I post to this thread to demonstrate another approach to modeling. It is always refreshing to look at our common goal (recreating of a historical aircraft/ship/tank/etc) from a different perspective. Sometimes it is easier (for example - I do not have to struggle with the polistyrene properties, as in your 1:48), sometmes it is harder (I had to create the model from scratch, and my "material" - subdivision surfaces - also have their quirks). Personaly, I think that it gives us more freedom of choice about the aircraft we make, and more responsibility about its shape and details. Of course, the computer models can be used as "better, 3D scale plans" for making better scale models. Most probably within a few years the advances in inexpensive 3D printers bring these two modeling branches even closer to each other.

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, June 25, 2017 6:29 AM

In this post I will work on the weathering effects of the color texture, while in the next one I will add scratches and some other remaining details.

The weathering effects that you can observe on the aircraft from WWII era are quite “dramatic”. The paints used in mid-20th century were not as chemically “stable” as the contemporary coats, thus they could change their hues in few months of intense service. The archival color photos below show an extreme case of this effect:



These photos were taken by Frank Sherschel on 14th November 1942, for the “Life” magazine. The SBD-3s depicted on the pictures belonged to VMSB-241 squadron, stationed at Midway in that time. Marines received these aircraft in July 1942, but all of them were already used before - most probably on the U.S. Navy carriers. I think that in November 1942 these SBDs had accumulated about 10-11 months of the war service. I will use them as an extreme case of the weathering. (It is always good idea to recreate such an ultimate case in the texture, because you can always make your model “newer” by decreasing intensities of the weathering layers. On the other hand, you cannot use more than the 100% of their intensities, thus you cannot make your model “older” than you initially painted).

Having historical color photos of several airplanes used by the same squadron, you can easily determine the general pattern of the stains, smudges and scratches. This pattern repeats with some random variations on every aircraft. It seems that such a radial engine like R-1820 emitted a lot of oil – in their exhaust fumes and in the air flowing from the NACA cowling. (Because of the high “oil consumption” of the R-1820 the oil tank in the SBD was quite large). The non-specular paint of the two-color Navy camouflage absorbed this oil mixed with the soot from exhaust fumes, creating characteristic dark traces along the fuselage and the center wing. The crew most often walked on the center wing, thus you can see on its upper surface the lighter traces along dome rivets seams and darker, “trodden” spaces in between. There are also some scratches in the paint. Some of them exposed the yellow primer, while the others reached the bare metal of the aircraft skin. (Thus I assume that the first layer of the Douglas primer had a yellow/orange color).

You can also notice some white splashes on the outer wings (traces of the coral sand from the atoll?), as well as the repainted areas around the tactical numbers. (On a black-and-white photo, it would be extremely difficult to distinguish these repainted areas from the oil/fumes traces).

What is interesting – in spite of the non-specular camouflage of these aircraft, you still can see a specular highlight at the wing root (as in figure "b", above).

The key elements of the weathering effect still depend on the technical details of the aircraft skin: rivets and panel seams, bolt heads, inspection doors. However, their pattern is so random, that I cannot recreate them in the SVG image, as I did in the case of the reflectivity map. Thus we need a reference picture of the skin details for painting the color (diffuse) texture. It has to be mapped in the same UV layout (UVMap) as the color texture. To do this, I composed from the key layers of the SVG drawing an auxiliary image, mapped in the UVTech layout. Then I quickly transformed it into UVMap layout using the Bake feature:

The old Blender Renderer engine is a better tool for such a direct transformation of a single texture than the Cycles Renderer. In the Blender file that accompanies this article, I created a dedicated screen layout for this purpose. It is named Texture Baking. You can find there a simple script that I used to switch the UV layout of all model meshes between UVTech and UVMap. To bake a texture from UVTech to UVMap layout, you have to switch the current rendering engine to Blender Renderer and disable nodes in the B.Skin.Camouflage material. Then assign the image (mapped in the UVTech coordinates) to its single Blender Render texture assigned to B.Skin.Camouflage material, named Image for Baking. When you click the Render:Bake button, it will generate the resulting texture (in the UVMap coordinates) in the Test image, which you can see in the UV/Image Editor. You can use Image:Save As command to save it to an external raster file.

I created such a reference image for each SBD version I have modeled (SBD-1, SBD-3, and SBD-5), and placed all of them in GIMP:



The darker areas in this weathering appear between the rivets seams. I decided that it will be easier to recreate them using one layer of darker camouflage color, overlaid by partially opaque layer that contains the weathering pattern (in white). First I painted in this way the right outer wing:



I used this “sample” for testing if such a pattern looks good in the final image:



I think that it looks acceptable. Thus I started to paint in this way the weathering of the whole upper surface.
I create the basic pattern of the lighter traces along rivet seams in four steps:



First I painted the “overall noise” with an “acrylic brush” tool (figure "a", above). Then I changed the tool shape to “pencil” and draw thin lines along rivet seams (figure "b", above). In the next step I used Eraser to make this pattern more random (figure "c", above). Finally, I filled it again with light touches of an irregular brush, to lighten the overall effect (figure "d", above). (This last step is optional, depends how this fragment looks like on the reference picture).

Figure below shows the resulting weathering pattern on the fuselage:



As you can see, it differs from the pattern on the center wing. The lighter traces along rivet seams are thinner, the color is more uniform. Using a separate layer, I added a yellow tint to the darker areas.

Unfortunately, in Frank Sherschel’s collection there is only one, small photo which shows the bottom surfaces of an SBD from this squadron:



You can identify there some smudges on the outer wing and rear fuselage. However, you cannot determine the dirt pattern for the center wing and the engine cowling. (You can only say that they are dirty).

Well, in this case I had to use another, black and white photo as the reference. This photo shows clearly the center wing section of a typical aircraft:



As you can see, I recreated in my image the exact copy of the smudges from this SBD-4 center wing. They are placed on another layer (Flow) in the Stains layer group.

Finally, I enriched this basic dirt pattern with all the additional details visible on the reference photos: white “burnouts” on the fuselage sides, discrete traces of soot. There are also irregular, darker lines along some of the panel seams:



Each of these elements has its own color and layer. Note that the darker lines along panel seams extend across the upper and lower surfaces. I painted them using the same color, but on the bottom surfaces they are more transparent, to obtain the appropriate contrast. (Painting them, I used a 50% opaque mask for the bottom surfaces).

Figure below shows this “weathered” diffuse texture on the model:



Frankly speaking, I am still not satisfied with these results. This weathering requires some minor adjustments. For example: on the reference photos it has a slightly different hue. The fuselage below the tailplane also requires some fixes.

While painting all these weathering effects, I came to conclusion that I cannot re-use them without any modification in the three-color camouflage, used in the SBD-5s and -6s. Thus I will not split the color texture into three interchangeable parts, as I announced in my previous post. I will have to prepare few alternate color textures instead:

  • A colorful pre-war painting scheme (orange wings!), without weathering for the brand-new SBD-1s from the Marines squadrons (+ eventually the later single Light Gray color scheme, as visible in color photos preserved in the Smithsonian Air And Space Museum);
  • Two-color Navy scheme for the SBD-2,-3 and -4s (described in this post);
  • Three-color semi-gloss Navy scheme for SBD-5s and -6s (+ eventually the white variation of this for the SBD-5 and -6 scheme, using on the Atlantic areas);


Of course, I will reuse fragments of the weathering pattern described here in the three-color scheme for the SBD-5s and -6s. However, before I do it, I have to finish this color texture. Thus in the next post I will fix the minor flaws described above, and recreate the scratches visible on the reference photos. Then I will apply the “decals” – national insignia, tactical numbers, etc.

In this source *.blend file you can evaluate yourself the current version of the model, here is the GIMP source file of its textures. Because of the large size of the original GIMP file (*.xcf), this post is accompanied by its smaller version (2048x2048px), packed into *.zip file. I think that such a version is sufficient for checking all the details of this image (the structure of its layers, their opacities and mixing functions). The resulting textures (4096x4096) are packed into accompanying Blender file.

  • Member since
    January 2015
Posted by PFJN on Saturday, July 1, 2017 11:40 PM

Hi,

I've literally run out of things to say about your work.  What you have (are) doing is amazing.  Thanks for the detailed posts.  They make an inrcredible tutorial. Smile

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 8, 2017 3:34 PM

Pat, thank you for following!

Below another post, this time about specific detail: recreating the aircraft skin abrasions. To provide a complete picture to eventual other 3D modelers, I described here the "kitchen details" of the Blender node setups. (I know that it may look like a "rocket science" for those who never used it :). However, this is one of the last posts about "painting". I will finish this phase soon, then will provide posts on modeling more classic elements when I start to work on the details: undercarriage, engine, etc.)

_________________________________________________________

It seems that Douglas used a high-quality paint for their SBDs, because I cannot find any trace of chips/flakes, even on such a worn-out aircraft as this from VSMB-241 (see figure below). However, you can see some scratches on the center wing, trodden by the crew:

In the photo above, the minor scratches are yellow, because Douglas used a yellow layer of Zinc Chromate primer below the camouflage paint. (The interiors were painted with another layer of the Zinc Chromate, mixed with Lamp Black to obtain a darker, greenish hue).

However, the larger area along the leading edge was often trodden to the bare metal, which you can see in the photo. This scratch has a typical, irregular band of the primer around its borders. In this post I will recreate these abrasions.
The aircraft producer anticipated this kind of damage (at least to some extent), placing a thick, rough, anti-slip strip along the fuselage. It seems to be made of a black, rough material, glued (?) to the aircraft skin (as in the picture above), and spans from the trailing edge to the main spar. However, the most “visited” by the servicemen area in the front of this spar had no such a cover. On some SBDs (including the one on the photo above) you can find a glossy, black continuation of the anti-slip strip. I suppose that it was added in the Navy workshops. It seems to be simply painted using a typical black paint, thus was more prone to the abrasion (as you can see in the photo).

To recreate the effects from this archival photo, I had to paint this glossy black area first. It requires changes in the two textures: color map (because it was black) and reflectivity map (because it was glossy). I created in the source GIMP file separate layers to reproduce these shapes. This way I can simply turn them off while painting another aircraft that did not have this feature (like most of the SBD-5s and -6s). Figure "a", below, shows the color texture image, while figure "b" shows the additional reflectivity map (they share the same GIMP file):

Note that I introduced here another part of the reflectivity texture: the map of the areas that are more specular than other. This is a natural addition to the ref-aux.png map that I used in this post to make the remaining anti-slip strip more rough. There are also some other areas that look more “wet” (specular) than the others. For example – the fuselage sides (because of the small amounts of the oil, spreaded from the engine). I painted them in GIMP in a lighter gray, on a separate layer named Wet area (see Figure "b", above). I saved this image to a file named ref-aux-spec.jpg. However, I could not simple merge it with the ref-aux.png map, because it uses the different UV layout (UVTech). Thus I had to join these images in Blender, using special node that mixes two grayscale pictures (as in Figure "a", below):

For the brevity I renamed the ref-aux.png file to ref-aux-rough.png. Figure "b", above, shows these updated textures on the rendered picture. Frankly speaking, the weak increase in the specularity of the fuselage sides is not visible here, but you can see the much more accented difference between the reflectivity of the forward and the rear anti-slip strip segments.

I am going to recreate the scratches that you can see in the archival photo using so-called shader mask. Thus, in addition to the weathered camouflage shader that I used so far, I need a “bare metal” shader, which looks like a rough duralumin skin. Figure below shows such a thing:

Note that this shader uses the ref_details.png image (see Figure 73-4 in this post) as the base color texture (for the Diffuse as well as the Specular colors). The dark lines from this image create appropriate shadows along the seam lines. I just made this input image somewhat darker (using a Multiple node), to transform the semi-white background color of the original ref_details.png image into metallic gray. What’s surprising, it’s better to use a fixed Reflectivity for such rough (low-reflectivity) metallic shaders. When I tried to use the same ref_details.png image as the reflectivity map for this case, it made the panel seams lighter, reverting the effects of the color texture.

To share the dirt between the “bare metal” and the camouflage shaders, I separated it from the color texture. I named the two resulting images as color-camo.jpg (the weathered camouflage) and color-dirt.png (the soot traces and some stains on transparent background). I used the Stack Image nodes (see Figure "a", above) to combine them with corresponding backgrounds, like the layers in GIMP. Figure below shows these two components of the color texture image:

In the color-dirt.png image I initially grouped only the soot traces. It is possible that I will also transfer other layers there. (We will see if I have to do this during the work on the pre-war “natural finish” painting scheme of the SBD-1).

Then I prepared a B/W “shader mask”, painting white, feathered scratches on a black background:

As you can see in Figure "a", above, I decreased the opacity of these shader mask layers while painting, using as the reference the camouflage from the layers below. I also used a copy of the reference image (layer Rivets and seams) to precisely recreate technical details visible inside this scratch. (SBD had flush rivets on this area. Usually the paint remains on their heads even when there is bare metal around). Figure "b", above, shows the final material mask. I saved it to a file named mask-scratches.jpg.

Below you can see how I used this mask in the material scheme:

Note that I placed a Color Ramp strip between the mask and the Mix Shader node. The pattern, set in this node, controls the ultimate size of the scratches, and the width of the transition area. (The transition area is “feathered” border of these bare metal scratches, where the share of both shaders is greater than 0). For example, if I want to get the “chips” effect (bare metal areas with sharp borders) I should switch this color ramp mode from Ease to Constant. (It creates a strip that contains just sharp black and white spans, without any “gray transition” between them).

The result of this shader mask looks like the test render below:

The bare metal scratches look good on the dark background (like the anti-slip strip). For certain viewing angles they disappear in the camouflage, because of their gray color (as in Figure "a", above). Still, they can shine (as in Figure "B", above) when you view them from other sides, especially when you do it from greater distances. (This shining effect looks quite convincing – this is the advantage of this method over scratches painted directly on the color texture).

Now, let’s add the primer to these abrasions! This means that we have to add yet another shader to our material scheme. It is similar to the camouflage shader, with one exception: it has to have a uniform yellow color, instead of the camouflage texture. To reuse all the other settings, I decided to “extract” the final Gloss Paint shader from the X.Textured Skin group. Figure below shows the modified material scheme:

I “cascaded” the camouflage, primer and bare metal shaders, using two Mix Shader nodes. In general, each Mix Shader could use a different mask image. In this case both use the same input mask, but each one modifies it in a different way, using its Color Ramp node.

You can see the result below:

I think that it looks good enough. These and other details bring the final effect closer to the original photo from the beginning of this post (compare the picture below with the first picture in this post):

Of course, there are still differences. (For example - I have impression, that I should use stronger sunlight in my scene, to obtain such a high contrast between the lighter and darker areas as in the original photo). Well, I will work on these issues later.

Using the shader setup presenting in this post, painting all other scratches is a breeze: you just have to add another white splash on the shader mask image.

In the next post I will prepare the “decals” texture, containing national insignia, tactical numbers, and some service labels. (I will add more of these labels during the detailing phase, when I review each area of the aircraft skin).

In this source *.blend file you can evaluate yourself the current version of the model, and here is the GIMP source file of its textures. Because of the large size of the original GIMP file (*.xcf), this post is accompanied by its smaller version (2048x2048px), packed into *.zip file. I think that such a version is sufficient for checking all the details of this image (the structure of its layers, their opacities and mixing functions). The resulting textures (4096x4096) are packed into accompanying Blender file.

  • Member since
    January 2015
Posted by PFJN on Saturday, July 8, 2017 11:12 PM

Hi,

If it weren;t for the fact that the cockpit in your build is currently empty, I'd swear it was a real plane.  

Can't wait to see more.

Pat

 

1st Group BuildSP

  • Member since
    January 2015
Posted by PFJN on Wednesday, July 19, 2017 9:58 PM

Hi,

I don't want t derail your thread, but I just wanted to show you a model that I was recently working on.  It's still kind of simplistic, and I haven't tried anything like adding bump maps yet.  I have been learning alot form your posts though, and I may try and see what I might be able to do with my model to make it look a bit more realistic, based on things that I have learned from some of the stuff you have been discussing for your model. Smile

Pat

Image

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 22, 2017 3:24 PM

Oh, so you are making ships!

Am I right that you have covered it with a simple color (diffuse) texture? If so, as the first step I would suggest create glass windows. You can quickly "cut out" them using transparency texture (a B/W picture of these openings). Then place the copies of the current mesh in these openings, and assign them to a "glass" material. To avoid "seeing through" this ship, close the inner spaces using inner black walls.

Actually, your model has no shining elements, while in the real world everythng (more or less) reflects the light: add some rflectivity to your material. (Eventually you can expreiment with a ref texture - maybe some elements of your model should be more glossy than the others). If you using Blender / Cycles for this model, this book contains a "step by step" introduction to basic materials and lighting  - maybe it will be useful?

The last thing - there should be a wake on this water behind this ship. (I cannot see any anchor line, thus I assume that it should move forward, leaving a wake on the water).

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, July 22, 2017 3:32 PM

Back to the main subject:

________________________________

The last texture for my model contains various elements that in the plastic kits are delivered as the decals: national insignia, radio-call numbers and various service labels. I prepared it as another vector drawing in Inkscape:

I exported this picture to a raster file named color-decals.png. It has transparent background, because I will combined this image with the other components of the color texture, prepared in previous posts.


The U.S. national insignia passed various transformations during the WWII. Between December 1941 and May 1942 the roundels on the Dauntless wings were enlarged, so they spanned over the ailerons (see figure "a", below):

However, as you can see in the photo of the USS Enterprise deck, there were exceptions: some aircraft preserved the older, smaller roundels. After 6 May 1942 all the roundels reverted to their “standard” size (72 in). Note that in this case they did not “touch” the aileron, but still their outer edge was very close to the leading edge (as in figure "b", above).

All of this means, that I cannot use for these wing roundels the same UV map as for the camouflage (UVMap). Although in this default UV layout the ailerons are in-line with the main wing surface (so they also fitted for the “decals” image), the problem occurs on the leading edge. In the UVMap layout its seam runs on the wing bottom surface, along the edge of the first panel. (I masked this seam on the camouflage texture in this way). Such a layout would split the bottom roundel into two parts – as marked in Figure "a", below):

To keep these roundels “in one piece”, I had to create another copy of the default UV layout (UVMap). I named it UVDecals. Then I modified it, adding an additional seam along the leading edge, and shifting appropriate faces from the upper to the bottom surface (as in figure "b", above).

In fact, I created this new UV layout only for the two objects: the outer wing meshes. This is possible in Cycles thanks to a special “fallback” node. In my previous model I worked out a node group, which can deliver the default (UVMap) coordinates for the all meshes that do not contain the requested (UVDecals) map. Such a group greatly simplifies using alternate UV layouts. You can find it in the material scheme as the UVFallback node:

Conceptually the color (diffuse) texture is composed from three images. The Decals image is placed over the camouflage (Camo), while the Dirt image is placed over them. Technically, the X.Textured Skin node internally places the decals image over the camouflage. Thus in the scheme you can see the Dirt image placed over the Camo and Decals images (it uses two Stack Image nodes for this purpose). If you want to learn more about these group nodes, see vol. III of the “Virtual Airplane” guide).

In the GIMP source, I shifted all the Stains layers from the color-camo.jpg into the color-dirt.png (see Figure 76-5 in this post). It allowed me to use the white stains layer for recreating weathering on the roundels located on the upper wing surfaces.

The stars on the wing bottom surface were also painted inside the letterbox slat. Initially there was something wrong with my UV mapping of this element (figure "a", below):

The pictures of the star on the slat inner surfaces were distorted (shifted). To fix this issue, I copied current UV layout (UVMap) into the UVDecals layout, and then shifted some of its inner UV vertices (figure "b", above).

Below you can see the first test of the “decals” texture:

At this moment it only contains the national insignia.

Now it is the time to “personalize” this aircraft. Let’s recreate the “black 4” from VSMB-241. As the first thing I added the radio-call numbers:

The single-digit number (“4”) was painted using the standard stencil. There was no problem in recreating this detail using the USAAF stencil font. (In fact – its vertical “stroke” was shortened. To recreate such a shape, I transformed the text into path and made appropriate modification). Then I exported from Inkscape the resulting color-decals.png picture and placed it as the reference in the source GIMP image, above the Camouflage layers. Finally I painted the darker background behind the radio-call number on a separate layer, as a new part of the camouflage image.

Using the USAAF font I am able to quickly recreate various service labels. In fact, most of them disappeared from this war-weary “black 4”. On the archival photo I can see only one label, on the life raft door (above left horizontal arm of the star – see figure "b", above). It is interesting to note how this detail appears on the restored aircraft:

As you can see, the labels on the restored aircraft are too large, and located in the wrong places. I recreated these elements in Inkscape, on a separate layer.

Restored aircraft can differ from the original in many details. In particular, their painting (the hue and the gloss of the camouflage, service labels fonts and sizes) leave much to be desired.

The last elements that I have to draw my “decals” texture are: the serial number (on the fin) and the model description (on the rudder). Unfortunately, the serial number is too small to be readable on the reference image, and the rudder is clipped out of its photo frame. All we can do is to use the photo of another aircraft from the same flight (as in figure "a" below):

Among the historical photos, I had only close shots of these numbers on some SBD-5s (figure "b", above). They showed me the proper font and size of these labels. For this aircraft I could only use a random serial number (figure "c", above). I chose one of the lesser ones from the two polls of the SBD-3 serial numbers (3185-3384 and 6492-6701). I suppose that the aircraft from this first pool were delivered before December 1941. On the historical photo (figure "a", above) of another aircraft from VSMB-241 you can still see the traces of the red and white stripes on the rudder, painted in December 1941. Then, in May 1942, the rudders were covered with the standard camouflage. You still can see these stripes behind the Blue Gray paint, because it was impossible to scratch the previous paint from their fabric skin. I reproduced this effect on my “decals” texture, drawing seven highly transparent stripes on the rudder.

Below you can see the final render of the “black 4”:

I also prepared for this model an alternate, sea environment:

I think that this picture of the Pacific Ocean creates a more familiar surroundings for such a naval aircraft. You can find the definition of this environment in the World tab of my Blender file. I named it Sea. Consequently, I renamed the previous environment to Land. You can easily switch between these two “worlds”.

In the next post I will work on the three-color Navy camouflage, used after January 1943 (you can find it mainly on the SBD-4s and SBD-5s). I will re-use in that new color scheme most elements from this two-color painting (the dirt texture, some of its weathering). Thus it will be a much quicker work.

In this source *.blend file you can evaluate yourself the current version of the model, and here are the Inkscape and GIMP source files of its textures. Because of the large size of the original GIMP file (*.xcf), this post is accompanied by its smaller version (2048x2048px), packed into *.zip file. I think that such a version is sufficient for checking all the details of this image (the structure of its layers, their opacities and mixing functions). The resulting textures (4096x4096) are packed into accompanying Blender file.

  • Member since
    January 2015
Posted by PFJN on Wednesday, July 26, 2017 4:46 PM

Hi,

Thanks for the tips and feedback.

Your model is looking great, and your posts are super informative.  Can't wait to see more. Smile

Pat

 

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, August 5, 2017 1:48 PM

Pat, thank you for following!

Today I am describing my work on the tri-color Navy camouflage:

________________________________

In my previous post I finished the case of so-called “two-color” U.S. Navy camouflage, which was used between September 1941 and January 1943. You can observe on the archival photos that its non-specular Sea Gray / Light Gray combination was especially prone to weathering, and accumulated every grain of the soot and drop of the oil stains. Simultaneously the weathered Sea Gray paint became more and more white. The new, “tri-color” camouflage, introduced in January 1943, fixed these flaws, and provided better protection on the vast, dark waters of the Pacific. You can see an example of this pattern on an SBD-5 from VB-16:

However, this historical photo has a technical flaw: its colors are “shifted toward blue”. You can unmistakably see this “shift” in the color of the bottom surface (it was Intermediate White). I was not able to correct this deviation, finding acceptable. Below you can see another photo of a SBD-5 from VSMB-231, which colors are more balanced:

There were two variations of the tri-color painting scheme. While the most probably the “white 35” from the first picture represents the painting applied in the factory, the photo below shows a case of another variation:

The main difference is the dark Sea Blue section below the cockpit. It is creating a “bridge” of the Sea Blue color between the upper areas of the wing and fuselage. Most probably such a camouflage was applied by the Navy workshops, when the older aircraft were repainted from the “two-color” scheme. Note that all of the SBD-5s on this photo have larger national insignia than the “white 35” from the first picture. Their stars have precisely the same size and location as those in the two-color scheme. (It seems that the workshops just painted the two rectangles on each side of an existing roundel). You can also encounter aircraft that had the “bridged” camouflage and the smaller (i.e. standard) insignia, but it seems that all aircraft without the “bridge” below the cockpit had the standard roundels. This fact seems to confirm the “workshop” hypothesis of the “bridged” camouflage origins. Many modelers think that this variant of the tri-color scheme was created in the main Navy overhaul facilities at Norfolk.

In this post I will recreate the “white 35” shown on the first picture. This particular aircraft belonged to VB-16 squadron from USS Lexington (CV-16), and was flown by Lt. (Jg) George T. Glacken, with RM Leo Boulanger at the rear gun. There is another close-up photo of this aircraft, most probably taken during the same flight (early April 1944, over New Guinea):

This SBD-5 seems to be n much better condition that the weary SBD-3 from my previous post. From the photos of the other VB-16 aircraft it seems that the crew of this squadron had enough time to take care of their machines. All of them had uniform squadron emblems, the flying staff names were painted below the cockpits, and every mission was marked with a small “bomb” on the fuselage.

Unlike on the SBD-3, on this SBD-5 the anti-slip strip ends at the main spar (there is no forward part, painted in the glossy black). There are no visible deep (“bare-metal”) scratches on the center wing upper surface. Just some irregular areas and a few seams of the dome rivets are brighter. Most probably the paint was scratched from the heads fo these rivets. (There is no such a thing in the front of the main spar, because its seams were made of the “flat”, countersunk rivets).

I started my work on this camouflage by creating a new copy of the previous source GIMP file (Color.xcf). Then I modified its contents by repainting some key layers. Finally I exported the resulting pictures, overwriting the existing images (texture components in the skin material of my model).

The first repainted elements were the basic layers of the camouflage (color-camo.jpg image) – as in figure "a", below. This is one of the three color texture components. I simultaneously modified the ref-specular.jpg component of the reflectivity map, providing the “gloss” to the dark Sea Blue surfaces (figure "b", below):

I left the weathering layers of the camouflage image intact (hey are the same as in my SBD-3). You can see the first test render of this new camouflage (combined with modified color-dirt.png image) below:

This first render revealed that while the non-gloss surfaces look quite convincing, I had an issue with the more glossy upper surfaces. The dirt pattern disappeared on the highlighted areas. They look unrealistic smooth and clean (like on a polished airliner!).

The remedy for this issue is yet another texture, which will “modulate” the color of the specular reflections, making some areas darker than the others. It is quite simple – a neutral gray background and just some darker splashes. I named it color-specular.jpg. Figure below shows this image and its place in the material schema:

I also could put these splashes on a white background. However, I did not know if I would need some lighter elements. That’s why I used a neutral gray here.


Figure below shows the test render of this updated material:

I reproduced the scratches on the center wing in the same way as in the two-color SBD-3: using the scratches mask (mask-scratches.jpg image):

In this case the only bare-metal spots are the heads of the dome rivets. I recreated them using an inverted copy of the reference image. I also added some partially scratched areas in the front of the anti-slip stripes (they “reach” just the primer color).

Finally I prepared the “decals” picture in Inkscape, then exported it to the color-decals.png file. Analyzing various photos of other aircraft from the same squadron, I determined that the serial number on the fin was black, and small radio-call numbers (“35”) were also painted on the wing upper surface. I repainted in GIMP the VB-16 emblem (it seems to be in the contemporary cartoon style). Then I exported to a *.png file, and placed it in the SVG source image as a linked picture:

Below you can see another test render, featuring the complete texture set:

In overall, the tri-color painting looks acceptable. However, this model badly needs the details: the cockpit interior, radial engine, crew… Thus, in this post I am finishing the third phase of this project (“working with textures and materials”). Now I am starting the last, fourth phase: detailing. For most of the small parts that I will create in this last phase, I will use simpler materials that do not require any UV-unwrapping and texture images. For example – on the picture above the propeller hub requires different material (in this “white 35” it seems to be painted in a glossy Sea Blue). At this moment I kept the hinges and canopy rails in the natural metal color. I will have to “repaint” them, using simpler versions of the camouflage colors. Finally, it seems that I have to improve the glass material of the cockpit canopies (comparing with the archival photos, they are too “clear”). Anyway, I will describe my solutions to all these issues in the future posts.

In this source *.blend file you can evaluate yourself the current version of the model, and here are the Inkscape and GIMP source files of its textures. Because of the large size of the original GIMP file (*.xcf), this post is accompanied by its smaller version (2048x2048px), packed into *.zip file. I think that such a version is sufficient for checking all the details of this image (the structure of its layers, their opacities and mixing functions). The resulting textures (4096x4096) are packed into accompanying Blender file.

  • Member since
    January 2015
Posted by PFJN on Monday, August 7, 2017 12:21 PM

Hi,

Thanks for the informative post.  I never had really though much about "toning down" white colors to keep them from coming across as too white.

Also, I see that you noted the squadron emblem was a raster image.  Out of curiousity, is pixelization an issue when you do your renderings and if so, how big a resolution did you have to have it so that you don't get any noticeable pixelization?

Can't wait to see more.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, August 14, 2017 9:14 AM

Hi Pat,

thank you for following!

PFJN

(...)

Also, I see that you noted the squadron emblem was a raster image.  Out of curiousity, is pixelization an issue when you do your renderings and if so, how big a resolution did you have to have it so that you don't get any noticeable pixelization?

(...)

In fact, when you examine the current "decals" texture of this model (4096x4096px in all), the resulting emblem is somewhat "pixelized". It just looks "good enough" on such a "general view" like the picture above.

However, in the source (Inkscape) vector drawing, this small circle is a 800x800px raster image. In practice, you cannot distinguish its pixels. This means that I am able to generate the resulting raster image of the "decals" texture in much higher resulutions (8192x8192px, or more), which will be apropriate for the close-ups. In this way I can control the "pixelization" of this and other details (for example: small labels).

  • Member since
    January 2003
  • From: Washington State
Posted by leemitcheltree on Saturday, August 19, 2017 4:13 PM

Good lord....you are....certifiable.  And astoundingly talented.  Your amazing dissection, interpretations, and renderings of the complex and esoteric shapes and details if the Dauntless are....just amazing.  I mean....wow....just wow.  Superlatives seem....inadequate to describe your incredible work. 

If I may ask...what's the end game here?  What are your plans for this amazing rendering?  If you say it's to assist in the production of a 1/32 or 1/24 plastic model....I'll hand you my wallet right here, right now.

Awesome.

Thank you for your passion...your skill...and your desire to SHARE!!!  I'm in awe.

Kind Regards, Witold.  I'm a fan.

Cheers, LeeTree
Remember, Safety Fast!!!

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, August 20, 2017 11:07 AM

leemitcheltree, thank you very much for following this thread!

In fact, you do not need "painting" with textures, as I described in the post above, when you are designing a new plastic kit. (On the other hand, you would have to prepare it in a NURBS-based modeler, like Rhino or a popular CAD system).

The goal of this project is a monograph of the SBD Dauntless. It will contain:

- detailed (1:48) scale plans of all its versions. (They will be generated automatically from my 3D model, and contain all the details, rivet seams included. This means that they will be much more precise than all other plans that are made from 2D silhouettes);

- some articles about this design and its use during WWII (this is not visible here, but I already gathered, red and indexed many books on this subject);

- color profiles of various SBDs, together with some visualizations (if my friend, who specializes in the ships, allows me to use his model of the Akagi, maybe I will even be able to prepare a scene from the Battle of Midway);

This monograph will be accompanied by the free Blender model (the ultimate version of the working files that accompany my posts). Its meshes can be used as a precise reference for designnig a plastic/resin kit (or a paper model).

As you can see, I work with a different, "virtual material" that is used to build computer models. It allows me to recreate all the aircraft details with the precision that is not possible in the world of the scale models. (I can "build" my model from the sheet metal that has the real thickness of 0.05", 0.03", or less). The only limit is your patience and available reference materials. The result can be shared - at least as a improved reference for the "real" models, or just as a model for a flight simulator.

Anyway, there is still a lot to do in this project - actually I am working on the details of the main landing gear. I suppose that I will publish a post on this subject next week.

  • Member since
    January 2015
Posted by PFJN on Sunday, August 20, 2017 12:50 PM

Witold Jaworski

...

Actually, your model has no shining elements, while in the real world everythng (more or less) reflects the light: add some rflectivity to your material. (Eventually you can expreiment with a ref texture - maybe some elements of your model should be more glossy than the others). If you using Blender / Cycles for this model, this book contains a "step by step" introduction to basic materials and lighting  - maybe it will be useful?

...

Hi,

I just bought a copy of the "MAterials & Textures" chapter of your book last night, and am looking forward to reading it, as soon as I get the chance.  I suspect it'll take me some time though, as it looks very thorough and detailed. Smile

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 16, 2017 2:06 PM

PFJN

 Hi,

I just bought a copy of the "MAterials & Textures" chapter of your book last night, and am looking forward to reading it, as soon as I get the chance.  I suspect it'll take me some time though, as it looks very thorough and detailed. Smile

 

 
Thank you very much!
Feel free to ask me about any issue from this book!
  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 16, 2017 2:09 PM

I published my previous post a month ago, but the current stage of this project – detailing – requires less frequent reports. (Otherwise the posts would become rather monotonous: week after week they would describe making similar things, using the same methods). I started this last phase of the Dauntless project by recreating its main landing gear. First, I had to finish it, then I am able to write about this process. Thus I will describe it in this and next two posts. (I will publish them in a short sequence, week after week).

The retractable main landing gear of the SBD was probably a direct descendant of an experimental solution used in the Northrop 3A fighter prototype. In general, it looks quite simple: 

The upper part of the landing gear was an “L” – shaped tube, mounted between two wing spars. The lower part, visible below the wing, was a simple shock strut mounted to the wheel axle (see figure "a", below). The axis of the landing gear retraction was parallel to the thrust line and perpendicular to the walls of the spars (see figure above). The shock strut is deflected (by 6⁰) from the vertical axis, so that in the open position the wheel is directly below the axis of landing gear retraction (see figure "a", below): 

Figure above also shows various treads of the SBD tires. The tires of the earlier versions (SBD-1, -2 and -3) had no tread pattern (figure "b", above). The simple “straight grooves” treads appeared on the SBD-4 wheels (figure "a", above), while in the SBD-5/6s we can find a more elaborate, “brick” (figure "c", above) or “honeycomb” tread patterns.

Another interesting thing is the lack of the torque arms, that connect the cylinder and piston of the shock strut in most of the other aircraft (figure "a", below): 

The SBD manual explains that the designers used splined cylinders and pistons in their shock strut (figure "b", above). It looks like a quite elegant solution for the blocking random torsions of the shock strut piston (less outer parts that are prone to the eventual dust and jams). I did not find any complaints for this landing gear in the veteran memoirs and technical reports (usually they praise the “rugged structure” of the SBDs). However, all other aircraft designs use the torqe arms in their landing gear. Maybe they were just cheaper (i.e. easier to produce)?

Basically the work on the details means that you have recreate “in the mesh” all the parts you can see on the photos. Below you can see how I recreated the upper part of the landing gear leg: 

Recreation of such a die-cast part, with all of its additional walls, roundings, is a small challenge. To make it with as simple mesh as possible, I used several modifiers. First, I used the Mirror modifier to automatically generate the symmetric half of this object. (This symmetry was only possible because I decided to split this “L” – shaped part into two objects: this complex die-cast and a simple tube behind it. (This tube is not present in the picture above). Then I recreated all the rounded edges on this object using dynamically-generated fillets. Another modifier (Bevel) creates fillets along all the edges that I assigned a nonzero bevel weight. (The fillet radius is controlled by the value of this weight).

When this upper part of the landing gear leg was finished, I created the cylinder of the shock strut. It was just a tube with an octagonal flange *– nothing difficult. Then I had to create the lower part of the leg: 

It was another die-cast, which shaping required some time. (As you can see in the figure above, I formed this mesh from two crossing tubes).

While creating such a detailed assembly, I prefer to model each of its parts as a separate object. It gives me the opportunity to take advantage of its local coordinate system, when I need it. For example – the shocking strut is a tube rotated by 6⁰. When I formed it, I often extruded its faces along this local axis. Another advantage of such a model structure is the possibility of quick, “natural” adjustments of various parts. (For example – piston movement along the cylinder. In my model it occurs along its local Y axis).

Building the landing gear, I tried to check its retracted position as early as possible. Figure below shows first of these trials: 

As usual, a small fragment of the retracted landing gear leg protruded from the upper wing surface. I had to re-examine the photos, find which part has the wrong shape, and fix it.

I also used my photo references to recreate other landing gear elements, like the wheel brake disks: 

During this work I also found some differences between my model and the reference photo (see the notes in blue frames in the figure above). It seems that my landing gear is somewhat shifted forward.

Such a finding led to many rearrangements in the geometry of this assembly: 

In the background of figure "a", above) you can see my original drawing from 2015. After some deliberations, I decided to leave the center of the wheels at its current location, because it was dimensioned on the original general arrangement drawing. However, after measuring tire proportions on various photo, I decided that the SBD used slightly wider tires (30x7.5”) than the size (30x7”) specified in one of the comments placed on the original drawing from the SBD manual. (Sometimes draughtsman could make such a mistake). To fit the photo, I adjusted location of the shock strut, moving it slightly toward the fuselage. I also shifted downward the axis of retraction (rotation). Figure "b", above, shows how the updated model fits the reference photo. The tires on the photo still seems somewhat smaller than those from my model. However, I decided that this restored CAF aircraft could use a slightly smaller tires (29x7.5”). (This particular SBD-5 also uses at least another non-original part: a different version of its Hamilton Standard propeller).

Another element that requires some adjustments are landing gear covers. Although I created them during the modeling phase, now I have to compare their shape with the reference photo. Preparing for this test, I placed in my model a simple “stick” which I use as the hinge (I set it as the parent of the landing gear cover): 

The hard part was to determine the proper axis direction and the angle of this rotation. Surprisingly, the hinge was not lying directly on the aircraft skin (it would be the simplest solution). While it was relatively easy to find for a given hinge orientation a rotation which angle placed the left cover as on the photo, the same rotation applied to the right cover did not match the reference. It required some hours to find a combination that produced an acceptable (although not ideal!) match.

As you can see, I performed a lot of various checking, adjusting and matching while forming the key elements of the landing gear. All of this because it is still quite easy to correct the geometry of this assembly while it is relatively simple. It would be a nightmare, when I did such a thing on the final, detailed assembly, which you can see in figure below: 

However, before I finished this landing gear in such a state depicted in the figure above, I had to create several dozen bolts of various size, as well as other details. I also discovered some small secrets of its retraction mechanism. You will find a short description of all of these findings in my next post (to be published next week).

I decided to not enclose the source Blender file to this post, because it would contain just these few basic landing gear components. I will add it to the next post, which describes this assembly in the finished state.

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, September 17, 2017 8:37 AM

Indeed! I used some photos of the center wing from this restoration... Great thing that they managed to finish this aircraft - it was an ambitious project!

Following your note, I have even found a short video from the taxi test of this SBD-4.

Maybe the owner corporation is registered as inactive, because they have not started to build their planned San Diego Naval museum, yet? (Maybe they are just collecting their exhibition?)

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, September 24, 2017 4:49 AM

The SBD shock absorbers had to disperse a lot of the kinetic energy of landing aircraft, minimizing the chance that the airplane accidentally “bounce” back into the air. (This is a key requirement for the carrier-based planes). For such a characteristics you need a relatively long working span between the free (i.e. unloaded) and the completely compressed (i.e. under max. load) strut piston positions. Indeed, you can observe that the Dauntless landing gear legs are much longer in the flight than in their static position on the ground: 

The working span of the SBD shock strut piston was about 10” long, while the difference between the static and the free (extended) piston positions was about 7.5”.

In the most of the aircraft the landing gear retracts with the shock struts fully extended. When I tried to do such a thing with the Dauntless landing gear, as in the figure above, I discovered that it definitely does not fit its recess in the wing! (see the figure below): 

It seems that there was something that compressed SBD landing gear during retraction by about 7”. In the case of the Republic P-47 (which landing gear leg shortened during retraction by 9”), such a thing was widely discussed as an exceptional achievement of its designers. However, nobody even mentioned that the same issue was already resolved several years earlier by the Northrop/Douglas SBD team.

The SBD landing gear leg was made shorter during retraction by compressing its shock strut piston. This “compressing” mechanism starts with the cable that pulls the piston upward. The cable is attached to a quadrant, which rotation is controlled by the rail, fixed to the wing spar: 

An additional spiral spring, attached to this quadrant (as in figure above), tightens the cable when the landing gear is extended. In this landing gear position the spring “freely” rotates the quadrant, just following the shock strut piston movements: 

(You can also see how it works in this short video sequence). Note that this spring ensures that in the fully extended (free) position of the landing gear the tip of the quadrant arm nearly “touches” the rail.

This is the starting position for the piston compression. During the retraction the quadrant rotation axis is elevated upward, while its arm is dragged along the rail (there is a small roller on its tip). In the effect, the quadrant rotates, pulling the cable that compresses the shock strut piston: 

You can also see how it works in this short video sequence. (Note that in this video the path of the quadrant arm tip is not perfect. This is the result of a relatively simple real-time rigging. Anyway, it gives the general idea how this mechanism works).

I also recreated the inner details of the landing gear recess: 

During the modeling phase I already recreated two spars and two main ribs in the wheel bay. Now I refined their shape, following the available photo reference. I added also the remaining ribs as well as the stringers and the covers (at the rear part of the bay).

As you can see in the picture above, I did not model the lightening holes: as in the case of the wing flaps, I recreated them using textures: 

I unwrapped meshes of all these new wing structure elements into the available space on the UV layouts that I used in the outer skin material (B.Skin.Camouflage, refined in my previous posts). The Navy painted the inner space of this wing recess in the same color as the wing bottom surfaces, so there was not any problem in assigning the B.Skin.Camouflage material to these objects. As you can see in the picture above, I also recreated the internal reinforcements of the landing gear cover. The inner side of the aircraft skin is covered with a generic material, named B.Skin.Details.Bottom. (It is assigned to the second material slot of the wing skin mesh, and set in the Material Index Offset field of its Solidify modifier). This simpler material is intended for the smaller details, and uses exclusively the generic, procedural “noise” textures for the dirt/ref effects. Thus it does not require any time-consuming UV unwrapping. In the figure above I used it also in the cover fittings. I only have to remember to alter the basic color of this simpler material when I switch to another camouflage scheme. (In the future, I will also create a similar material for the details on the upper surfaces – it will only differ in the basic color).

Because this B.Skin.Details.Bottom material has no regular bump map, I had to recreate more landing gear details “in the mesh”. In particular, I had to add the bolts (and nuts) visible on the reference photos. I created each of them as a separate object: 

All these bolts are clones of a few basic original bolt meshes (one with the octagonal head, others with the flat one). Among these originals there are also two or three variations of the bolt length. By default these bolt meshes are covered with a generic “steel” material. When I needed to “paint” them into different color, I alter their material assignment. (In such a case, I had to switch them into the object – based material mode).

Sometimes some of these bolt objects are also useful as the reference objects in the rigging, but I will discuss it in the next post.

I also like to have a look at the retracted landing gear inside the wing structure. When you can see these two assemblies together, suddenly the reason for some strange features of the particular rib or spar shape becomes clear: 

In figure above you can also see a couple of bolts forming an octagonal group on the rear spar. In general, I recreated most of the bolts and rivets on this spar using the bump texture. However, this was a special case: in the original airplane these bolts had quite large heads. What’s more, they were placed on a “stack” of two subsequent panels. I simply run out of the available grayscale of the bump texture in this particular place, thus I decided to recreate these “topmost” details in the mesh. (Just an exception from my general modeling tactics of using the textures as often as possible).

Figure below shows the complete landing gear in the open position, the shock strut fully extended: 

The decision to use a simpler materials that do not require UV-mapping has certain disadvantages. The most important of them is that I am not able to paint the small stains around the landing gear bolts and other kinds of the local dirt. But this is just the consequence of the level of details that I assumed for this model.

I have to reveal that this project has a certain deadline: I promised a local modelers’ magazine to deliver detailed SBD scale plans and a couple of color profiles in January 2018. Thus currently I am focusing on the external details, because I have to recreate them to the end of this year. It includes the landing gear and a simpler version of the engine (not intended for the extreme close-ups). When it will be done, later in 2018 I will recreate the cockpit interior, as well as the detailed engine compartment and wing flaps mechanism. This more enhanced version of this model will be intended for a SBD monograph (a book). I will publish it much later.

Among the materials that I have to deliver in winter 2018 I will not enclose any close-up pictures of the landing gear or other details, thus I can use the simpler materials here. However, in such a harsh light as in Figure 80‑10 the elements covered by the B.Skin.Details.Bottom material seem too “clean”. I will definitely work on this issue, increasing the contrast of its “noise” textures to give these landing leg and brake disk a more “dirty” look.

In the next post I will describe how I rigged this landing gear. (I will describe building a kind of “virtual mechanism” that allows me to extend/retract the undercarriage using a single slider. I already used it, making the video sequences presented in this post).

In this source *.blend file you can evaluate yourself the current (i.e. non-rigged) version of this model.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 30, 2017 1:31 PM

In previous post I discussed how the SBD landing gear retracts into its wing recess:

In principle, it is simple: the landing gear leg rotates by 90⁰. However, the parts responsible for shock strut shortening during this movement increase mechanical complexity of this assembly. The figure above does not even show the deformations of the brake cable, which follows the shock strut piston movements.

For some scenes I will need the landing gear extended, while for the others – retracted. In practice, moving/rotating each part individually to “pose” my model would be a quite time-consuming task. That’s why I created a kind of “virtual mechanism”, which allows me to retract/extend the landing gear with a single mouse movement. In the previous post I already presented its results in this short video sequence. In this post I will shortly describe how I did it.

In general, I coupled some key elements (objects) of the landing gear using so-called constraints. For example, I connected the rotation of the landing gear leg with the movement of a special “handle” object. To do it, I used a Transform constraint, attached to the parent object (the axle of the retraction) of the landing gear leg:

I created an auxiliary (non-rendered) “handle” object (X.600.Wheel.Handle). The Transform constraint of the landing gear leg axle (0.604.Strut.Axis.L object) converts the handle linear movement into landing gear rotation. Thus when I shift the handle object upward, landing gear leg rotates, retracting into its place in the wing. To restrict the range of this rotation, I assigned to the handle object additional Limit Location constraint. It restrict its possible movement to a 40-unit long span along local Z axis.

The more detailed explanation of my methods for the “mechanization” of the landing gear would take too much space in this post. However, some years ago I published an article on this subject (in “Blender Art Magazine”): 

To read this article, click the picture above or this link. I hope that this publication will explain you the general idea and typical implementation of such a “virtual mechanisms”.

The format of my posts (10-11 pictures) allows just for a quick review of the SBD landing gear constraints (one picture per a subassembly). Thus the next element coupled with the handle object (using another Transform constraint) is the landing leg cover: 

In the previous post I added many bolt objects to the landing gear, and mentioned that some of them will have an additional use. So this is just such a case: I set the forward bolt of the cover hinge as the parent of the whole cover assembly. (Because it lies on its rotation axis). A Transform constraint, assigned to this bolt, forces it to rotate in response to the handle vertical movements. Note that the range of rotation of this cover (101⁰) is greater than the range of the landing gear leg rotation (90⁰).

Another Transform constraint converts the rotation of the quadrant object into movements of the shock strut piston: 

This relationship seems quite straightforward: when the quadrant rotates upward, the piston shifts up, when it rotates downward, the piston shifts down – as if they really were connected by the cable. Rotation of the quadrant is forced by its Locked Track constraint, which arm “tracks” the auxiliary (non-rendered) target object (the red, small circle in the figure above). Effectively, location of this quadrant target controls the shock strut position.

The full motion path of the quadrant target object contains an arc and a straight segment: 

The arc corresponds to possible piston positions for the extended landing gear (see this short video sequence). The linear segment corresponds to the forced compression of the shock strut during retraction, when the quadrant arm tip slides along the internal rail. (You can see this motion here, although in this video the path of the quadrant arm tip is not ideal).

I did not want to use the animation motion path here, because it creates a “deterministic” movement (“frame by frame”). Instead, I wanted a general solution, controlled by a handle object instead of the animation frames. Thus this is the most complex subassembly in this landing gear rig. I will describe it in two pictures: one for the extended landing gear (implementation of the movement along the arc), the other for the landing gear retraction (movement along the linear segment).

When the landing gear is extended, the rotation of the quadrant target is forced by its “grandparent” object. This is an Empty instance, named after the source of the original movement it mimics: X.Quadrant.Spring.Control

A Transform constraint converts the vertical movement of the additional handle object (X.600.Strut.Handle) into rotation between -24.7⁰ and +118⁰. There is another Empty object (0.607.Target.Left.Parent), attached (by the parent relation) to the X.Quadrant.Spring.Control. Simultaneously, 0.607.Target.Left.Parent is the parent of the quadrant target object. (The reason for such an indirect relationship will become clear in the next figure). When the landing gear is extended, this chain of “parent” relations forces the quadrant target object to move along the arc path when the handle object moves up and down. To not exceed the minimum and maximum angles of this movement (and in the effect – the lowest and highest shock strut piston position), the location of the handle object is restricted by a Limit Location constraint.

Note that this smaller handle is the child of the main handle, used for the landing gear retraction (X.600.Wheel.Handle). Note also that the Transform constraint that forces this rotation, evaluates the handle position in the World Space (figure above, bottom right). This means that regardless of the position of the smaller handle, the shock strut will be fully extended after moving the main handle along the first few units along its way up. (So that I do not have to care about the initial piston position when I am starting landing gear retraction: it will set up itself).

During landing gear retraction the locations of the quadrant target, its parent, and “grandparent” become dispersed. Figure below shows how it looks like in the middle of the main handle (X.600.Wheel.Handle) movement: 

The parent (0.607.Target.Left.Parent) of the quadrant target object just “delivers” it to the rail line and stops there. (This is the end point of the rotation of its parent: X.Quadrant.Spring.Control object, as you can see in the previous figure). Then the quadrant target object is “dragged” by the landing gear retraction along the rail. I tried to obtain this effect by assigning it two constraints:

  1. Limit distance, which forces a fixed distance between the target object and the quadrant axis;
  2. Limit location, which restrict the possible location of the target object just to a certain span along its parent X axis (which I set parallel along the rail);

In theory, for such a constraint combination there is always just a single possible location of the target object (marked in the figure above). Unfortunately, it seems that Blender treats these constraint with certain “flexibility”. In the effect, the quadrant arm tip “sinks” into the rail. This effect is especially visible at the beginning of the landing gear retraction. Well, I tried hard but I could not find a better solution for this movement. Finally I concluded that I can left it in this state: this is a small part, which movements are partially obscured by the wing recess. When I need to make a close up, I can prepare a “deterministic” animation motion path for the quadrant target object.

The last rigged subassembly of this landing gear was the elastic brake cable. Because I used in this implementation another (better) solution than described in my article and book, I will discuss it shortly below: 

First, as in my previous model, I formed the curve (figure "a", above), that deforms the simple tubular mesh into the brake cable. (I used a Curve Deform modifier here). Then I created a simple armature consisting two bones: upper and lower (figure "b", above). The armature object is attached (by a parent relation) to the strut cylinder. Thus the origin of the upper bone is also fixed in this way. I assigned to the lower bone an Inverse Kinematics constraint, and set its Target to an auxiliary Empty object at its end. This target object is indirectly (via the brake disk) attached to the piston. In the effect, this armature follows every piston movement in a natural way – like a pair of the torque scissors. Finally I attached subsequent curve vertices (control points) to the nearest armature bone (figure "c", above). I also attached (via parent relation) the ankle object (at the bottom end of the brake) to the bottom bone. (So that it will follow its rotation). In the effect, the brake cable deforms when the shock strut piston is shifting, following its movement in a natural way. See this short video how it works.

In my previous model (the P-40B) I used for the same purpose a different, less effective combination of the constraints. I think that in the future I will always use the solution as in figure above, not only for the brake cables, but also for the torque scissors (the SBD landing gear did not have such an element).

Finally, I applied my Handle Panel add-on to create a convenient landing gear controls among the Blender panels: 

See this short video how it works. Now I can extend/retract the landing gear with a single mouse movement. I even do not have to know, where their handle objects are – the add-on will discover them automatically. (I just have to arrange them in the model space in a certain way – see the add-on description for details. This is a general utility, you can use it in your own Blender models).

The next part to recreate is the tail wheel assembly. I will report this step within two or three weeks.

In this source *.blend file you can evaluate yourself the current version of this model.

  • Member since
    January 2015
Posted by PFJN on Sunday, October 1, 2017 8:30 PM

Hi,

Thanks for the detailed posts.  They are very helpful in understanding not only how you have done your modeling but also in understanding how the full scale aircraft worked.

Can't wait to see more Smile

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, December 16, 2017 11:39 AM

Pat, thank you for following!

Well, for reasons beyond my control I had to take a break from this project. Today I am publishing the post about the tail wheel (see below), but this is my last article for the nearest three or four months.

I will resume my work on this Dauntless in the spring 2018.

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, December 16, 2017 11:41 AM

The Dauntless had fixed tail wheel of a typical design among the carrier-based aircraft. The tail wheel assembly consisted a fork connected to two solid-made beams, which movement was countered by a shock strut. The beams and the shock strut were attached to the last bulkhead of the fuselage:

0082-01.jpg

The bottom part of this assembly was covered by a guard and a fairing. Both of these elements were attached to the lower beam. The archival photos reveal that the bulky fairing was often removed:

0082-02.jpg

There were two tail wheel versions: the smaller, solid-rubber wheel for the carrier-based aircraft (as in figures above), and the larger, pneumatic wheel for the ground-based aircraft. As you can see on the example of a SBD-1 (below), they could be replaced in a workshop:

0082-03.jpg

Figure above shows two SBD-1s, which were exclusively used by USMC squadrons in the continental United States. All of these 57 aircraft were built in 1940. As you can see in the photo above, they were originally delivered with small, solid tires. However, in the photo below, taken a year later, one of these SBD-1s has the large, pneumatic tail wheel. It seems that Douglas delivered these large wheels to the Navy / USMC as an optional kit, which could be mounted when needed.

The smooth tip of the tail was mounted to the last bulkhead as a light, easily detachable tail cone. It covered the tail wheel shock strut, as well as the rudder and elevator control mechanism. There was a large opening in the bottom of the tail cone. For certain sunlight directions (for example, in a dive) you could “look inside” the fuselage:

0082-04.jpg

As you can see in the figure on the left, the tail wheel fairing effectively closed most of this view (figure "a", above), so that you could see just the catapult holdback fitting, two ribs and their stringers. However, when you remove this fairing, you can see many details inside (figure "b", above). Of course, they are not visible on most of the photos. These details are hidden in the pictures taken on the ground. In most of the in-flight photos this opening seems to be too small to reveal the interior details. However, thinking about the future scenes of diving bombers, I decided to recreate at least the key internal elements of this tail cone.

While the tail wheel in the SBD does not retract, it follows the shock strut compression. Thus recreation of this assembly requires some initial adjustments of these moving parts. (For example: I had to make sure that the wheel leg will fit into the tail cone). I am shortly describing this process below:

0082-05.jpg

I started with the tire, its fork and the guard, which are present on my reference photo (figure "a", above). I also added the stringers along the border of the opening in the tail cone. Then I placed the simplified shapes of the tail wheel beams. At the beginning I did not know their proper width, thus their initial mesh was a simple, four-vertex trapeze, ready for eventual adjustments. In figure "b", above, you can see also a bolt at the end of each beam. They were important parts of this “virtual mechanism”. No armature was needed in this case. I decided that the lower beam will be animated by the handle movement. Thus I forced the upper beam to follow its rotation using a Copy Rotation constraint. Each of these two bolts is attached (by parent relation) to the corresponding beam. The tail wheel fork is attached (by parent relation) to the lower bolt. Simultaneously this bolt rotates, tracking the center of the upper bolt (using a Locked Track constraint). Thus, when I rotate the lower beam, it rotates the whole assembly (as in figure "c", above). Then I adjusted the width of the guard and the beams so that in the fully deflected position it fits the opening in the tail cone (figure "d", above).

Once the overall size of the beams was determined, I recreated their shapes, as well as the catapult hold back fitting, shock strut, and the tail wheel fairing:

0082-06.jpg

The catapult fitting was attached to the ribs of the tail cone. Its side arms were fitted between the tail wheel fairing and the stringers running around the border in the tail cone opening. As you can see in figure "a", above, I started with the conceptual lines of this part. Then I used them to form the final “Y” – shaped fitting (figure "b", above). Using similar methods I recreated the beam details. (I could do safely, because they were already fitted to the tail cone, and I do not expect any further changes in their shape). Finally I also added the internal ribs of the cone (figure "c", above).

In the next step I recreated the rudder/elevator torque tubes and their fittings:

0082-07.jpg

Figure "a", above, shows the rudder torque tube. It was mounted on a tripod. Note, that the rudder rotation axis lies in the front of this tube. (It rotated around the bolt that joined the torque tube with the tripod). For this level of detail I did not recreate the control cables. (Perhaps I will do it in the future). I also formed the elevator torque tube (figure "b", above). Its rotation axis also lies in the front of the tube. According the maintenance manual, there were also two pulleys for the elevator trim tab cables (figure "c", above). Unfortunately, I do not have any precise photo of this detail. I recreated their brackets using two rough sketches from the maintenance manual, but about 50% of their size and shape is just my guess. If any of you have a photo of the details from figure "c") (for example – from a restored SBD), let me know. I would appreciate any of such pictures.

Figure below shows all of the tail cone internal details that I have recreated so far:

0082-08.jpg

For the assumed level of details I simplified some small elements, like the trim tab pulleys. I also did not recreated other minor, less visible elements like control cables, electric cables, some additional fittings and bolts. I will recreate them later, when I decide to make cutaway pictures of this model.

To recreate the alternate, “solid” version of the tail wheel, I switched to another reference photo:

0082-09.jpg

The SBD on this reference photo was restored for Pacific Aviation Museum Pearl Harbor. Although the restoration teams do their best to recreate their “birds”, sometimes you can find a non-original part on their aircraft. In this case it was the tail wheel fairing: it is smaller and simpler (figure "a", above) than the original part (figure "b", above). However, the rest of the tail wheel assembly seems to be original, thus I used this photo as the reference for the “carrier-deck” version of the tail wheel and its fork.

Finally I also added the tail hook (it was removed only from the A-24s, delivered to the Army). As you can see, it was accompanied by some minor details:

0082-10.jpg

Figure below shows the final result: the complete tail wheel and hook assemblies:

0082-11.jpg

As you can see, I initially painted the internal surfaces using the standard Interior Green color, but then I was starting to have doubts. In the restored aircraft these surfaces are usually painted in the gray camouflage color (the same as used for the aircraft underside). Unfortunately, I did not have any historical photo of this area to determine how it was painted in the original SBDs. Most probably I will update the color of this detail according the restored aircraft.

The next part I am going to recreate is the R-1820 engine (a simplified version, for the external pictures). However, for reasons beyond my control I have to take a break from this project. I will write next post in the spring (2018). So, for time being my SBD will look like this:

0082-12.jpg

In this source *.blend file you can evaluate the model.

  • Member since
    January 2015
Posted by PFJN on Saturday, December 23, 2017 9:58 PM

Hi,

Thanks for the status update on your model and the info about the tail wheels.  I had heard similar things for other planes of the period.

I can kind of see why they would want an inflatable tire when operating from land bases, but I am kind of surprised that they used such a small hard wheel when operating from a carrier.  I would have thought that a larger inflatable tail wheel would help prevent too much wear and tear on the wooden deck cov erings of that era.

Pat

 

1st Group BuildSP

  • Member since
    September 2012
Posted by GMorrison on Tuesday, December 26, 2017 3:35 PM

Fascinating. I haven’t looked at this before.

WJ I gather your model is the drawings you are creating, correct? 

As for the solid tail wheel, look at it from the other point which is that a pneu tire is just one more thing to have go wrong or be damaged in battle, and a landing accident is more catastrophic than a torn up deck.

 Modeling is an excuse to buy books.

 

  • Member since
    June 2014
Posted by Witold Jaworski on Wednesday, December 27, 2017 8:18 AM

Thank you for visiting this thread Smile!

GMorrison

WJ I gather your model is the drawings you are creating, correct? 

Yes, this is a computer model, so its "real" representations are the computer-generated pictures: various visualizations, scale plans, color profiles. This particular model is not directly intended for the 3D printing. (However, it can be used as a base for such a copy).

About the pneumatic tail wheel: I think that it was helpful for various ground airfields, which surface was often soft (because of rains or other reasons). The Marston mats did not always resolve this problem and the solid wheel colud "sink" into the ground, making the take off more difficult (especially with a heavy load). Of course, all depends on the local supply: for example, the SBDs from Henderson Field (Guadalcanal) retained their solid tail wheels. But the USMC SBDs that bombed the Rabaul in 1944 and 1945 had the large, pneumatic tail wheels. (I suppose that a perforated tail wheel was not a big problem - just more drag during the landing. The real danger for the aircrew was the perforation of one of the main wheels).

  • Member since
    June 2014
Posted by Witold Jaworski on Wednesday, April 18, 2018 2:19 PM
The engine is the heart of every powered aircraft. In the case of the SBD it was the Wright R-1820 “Cyclone 9” (the “G“ model). In fact, this engine was one of the “workhorses” of the 1930s: designed in 1931, it was used in many aircraft, especially in the legendary DC-3. “Cyclone” was a reliable, fuel-saving unit for the Navy basic scout type. (Remember that the “Dauntless” was not only the bomber: it was also a scout airplane[1]). In general, the R-1820 is a classic nine-cylinder, single-row radial engine:

0083-01.jpg

The R-1820 G had been produced for over two decades, not only by the Curtiss-Wright, but also (under license) by Lycoming, Pratt & Whitney Canada, and Studebaker Corporation. Thus various less important details of this engine “evolved” during this period. In this post I would like to highlight some of these differences. I will focus on the forward part of this engine, because at this moment I am going to create a simpler model of the “Cyclone”, intended for the general, “outdoor” scenes. Inside the closed NACA cowling, you can see only its forward part. (Thanks to the air deflectors, placed between the cylinders - see picture above). In such an arrangement, the visible elements are: the front section of the crankcase, cylinders, ignition harness, and the variable-pitch propeller governor. While the front section of the R-1820 crankcase remained practically unchanged in all versions, and the governor depends on the propeller model, I could focus on the cylinders and their ignition harness.

Identification of the version differences is the basic step, because otherwise you can build a model of non-existing object that incorporates features from different engine variants.

BTW: do you know, that the R-1820 design had remarkably long life? The United States factories produced the last batch of these engines in 1964. The metric version of the earlier “F” model had been produced in Soviet Union under Wright’s license since 1934. A few years later Soviet engineers developed its enhanced version: Ash-62 (resembling the “G” model of the “Cyclone”). Ash-62 was widely used in 20th century aircraft of the former eastern block (especially – in the popular Antonov An-2), and had been produced under Soviet license in many countries. Actually the last factory that still produces these engines is PZL WSK-Kalisz in Poland. They provide new units for the last flying DC-3s, An-2s, and M-18s, as well as the overhauling services. Who knows, if this “eastern branch” of the R-1820 will last long enough to celebrate the 100th anniversary of the famous Wright design?

While looking for the reference materials, I have also found an interesting article about the development of air-cooled aviation engines (more precisely, their most important parts: cylinders). I think that it provides a valuable “technical context” for the visual differences that I am describing below.

Searching for the reference photos, I have identified two basic variations of the “Cyclone” cylinder shape:

0083-02.jpg

Figure "a" above shows the classic version, produced to the end of the WW2, while the cylinder from Figure "b" comes from the post-war production. I will refer this earlier one as the “classic” version. This is the engine used in all SBDs. You can quickly identify this version by the characteristic “L”-shaped fins on its cylinder head (Figure "a"). The “classic” head has also curved contours, while the head of the post-war version has different style, and its contour is based on the straight lines. Both heads are aluminum die-casts. The critical element in this design was the overall area of their fins. Greater cooling area of the cylinder head allows you to obtain more power from the same piston volume. Thus the fins of the “classic” head are small wonders of the 1930s metallurgy: they are evenly spaced at 0.2” (5mm) along the head, and the widths of their tips do not exceed 0.05” (1.2mm). The fin at its base is about 0.1” (2.5mm) wide. Die-casting of such an object is extremely difficult. It requires not only the “written down” engineering knowledge, but also individual artisanship of the key workers. Note that the spaces between the fins of the post-war head are two times wider than in the “classic” version. However, between each pair of these “full-size” fins there is a smaller, much shorter “inner” fin. It is much easier to die-cast such a head. I suppose that the post-war heads are cast from an aluminum alloy that has better heat transfer characteristics. It would allow their cylinders to maintain similar power output using somewhat smaller cooling area.

The cylinders of the last R-1820 versions had yet another, conical shape:

0083-03.jpg

In this photo you can also see here the propeller governor (in the first photo in this post it is hidden behind the propeller blade), and another version of the ignition harness.

The “classic” and the “post-war” cylinder heads have different orientations of their intake openings, which results in different shape of the intake pipes:

0083-04.jpg

The classic version has a simpler, L-shaped intake pipe, which fits to the oblique opening of the intake valve (Figure "a", above). In the post-war version planes of both valve openings (exhaust and intake) are parallel (Figure "b", above), thus the intake pipe has a more complex shape (resembling “S”).

In fact, Figure "b" above shows the smaller, 7-cylinder version of the Wright Cyclone (R-1300). However, it used the same cylinder and intake ducts as the late R-1820. (I just could not find a shot similar to the Figure "a" of the late R-1820 version, so I used the picture of its “smaller brother” instead).

There are also minor differences in the rocker covers:

0083-05.jpg

The classic version has simpler, four-bolt rocker cover (Figure "a", above), while the post-war covers uses two bolts more. The head of the post-war engine has some additional features (Figure "b", above), which do not exist in the classic head.

Finally, the ignition harness:

0083-06.jpg

Classic ignition harness has a “collar” shape, smaller radius, and individual spark plug cables organized in pairs (Figure "a"). Post-war harness has a ring shape, somewhat greater radius, and evenly spaced spark plug cables (Figure "b"). Although each of these photos is taken from different side, it seems that both versions use the same propeller governor.

Having all these issues identified, I could select appropriate reference drawings. They came from “Cyclone 9GC Overhaul Manual”, published in 1943. I expect that even the simplified model of such an engine can have many hundred thousand faces, thus I decided to build it in a separate Blender file. I use the same “scale” as in the SBD model: 1 unit = 1 inch. When it is ready, I will import it into the SBD model.

In this new Blender file I decided to give chance to the alternate method of setting up the blueprints: using Empty objects with the attached image:

0083-07.jpg

First I placed on the perpendicular planes the four views of the original installation drawings (Figure "a", above). Note that they contain a lot of the explicit dimension values – such information is an invaluable help in recreating this engine.

I quickly realized that the Empty objects with the reference images allow you to use simultaneously several alternate sets of the blueprints. Just place each of them on a separate layer. It will be a great tool in the Blender 2.8, which has to have unlimited number of layers. While working in the actual Blender 2.7, I placed these planes on layers 7…10, practically reserving them for the reference pictures. The second blueprint set contains the images from the original “Limits and Lubrication Chart” (Figure "b", above). These two views (side and rear view) are much more detailed than the installation drawings (presented in Figure "a", above). Of course, these images do not match each other in a perfect way: there always are some differences. However, I did not fix them, as in the case of the SBD planes, because all the key dimensions of this engine are specified in the installation drawings. I will just use these explicit values.

Following the standard of my posts, I am enclosing the current state of the source *.blend file. While there is no model, yet, you look inside to check the arrangement of the reference pictures. Next week I will report the first stages of building this model: forming the central crankcase and the basic cylinder shape. (Cylinders of this engine are identical with each other. Once you prepare one of them, you can quickly “populate” the crankcase with its eight clones. However, as you will see in the next posts, the die-cast, air-cooled cylinder head is one of the most complex objects to model…).


[1]The SBD Dauntless was a new implementation of the US Navy carrier doctrine, worked out in the preceding decade: in the clash of the carriers always wins those, who first finds carriers of their opponent. In fact, the best option was to find, report, and immediately make the first attack – that’s why all SBDs carried a 500-pound bomb on their scout missions

  • Member since
    March 2012
  • From: Corpus Christi, Tx
Posted by mustang1989 on Wednesday, April 18, 2018 2:43 PM

Hold on to yer hats folks. Brilliance present in this thread!!!! Wow WJ!!!

                   

 Forum | Modelers Social Club Forum (proboards.com) 

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, April 29, 2018 9:33 AM

mustang1989

Hold on to yer hats folks. Brilliance present in this thread!!!! Wow WJ!!!

Thank you for following!

Well, my further work on the R-1820 engine lacks spectacular effects, I hope that you will enjoy its details in the next posts on this subject :).

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, April 29, 2018 9:35 AM

In this post I will recreate the main and the front sections of the R-1820 crankcase, and the cylinder basic shape. Let’s start this model by forming the main crankcase:

0084-01.jpg

This section is always obscured by the cylinders, so you cannot see it clearly on any photo. That’s why I used here the original drawing from the manual. Generally, this barrel-like shape contains nine cylinder bases. It is formed by two steel castings, bolted to each other. (These bolts are hidden inside the crankcase, between the cylinder openings).

It is always a good idea to start with a simplified model. It allows us to check all constrains of the geometry that are not obvious at the first glance from the reference drawings. In this case started by forming a symmetric half of the crankcase:

0084-02.jpg

This is a simple barrel, smoothed with a Subdivision Surface modifier. Then I placed the flat piston bases along the circumference of this crankcase. I quickly realized that the side contour of this barrel depends entirely on the size and shape of these piston bases. After a few quick adjustments of the control edge loops, the barrel surface “touched” the outer edges of the piston bases along their whole length (as in figure above).

Note that these piston bases are so tightly packed around the crankcase, that they nearly join each other along a short, straight edge:

0084-03.jpg

This means, that the crankcase barrel contains a cylindrical strip in the middle, which matches this straight edges on the piston bases. In fact, the sharp corners of these edges forced similar sharp edge on the barrel side contour.

When the general shape of the crankcase barrel looked right, it was time to create the final mesh. I decided that I will not use the dynamic effects of the subdivision surfaces for such a complex objects as the engine parts. (Because I want to keep the polygon count of this engine model below 1 million). Thus I “fixed” this subdivision effect, converting it into the normal faces (by “applying” the modifier). Then I took take the advantage of the “repeatability” of this shape. I deleted all the faces of the original “barrel”, leaving just the 20⁰ “slice” (as in figure "a", below):

0084-04.jpg

The opposite 20⁰ of this “slice” is generated by the Mirror modifier. Then I made further modification to this mesh, removing all the faces from above the piston base (figure "b", above). I also copied and inserted into this mesh a quarter of the piston base contour. Then I started to join this contour and the mesh around it with new faces. You can see the result in figure "a", below):

0084-05.jpg

As you can see, I also recreated the rear part of this crankcase section, just adding another symmetry axis to its Mirror modifier. The whole body of this crankcase can be built from 9 clones of such an object (as you can see in figure "b", above).

The shading of the crankcase faces is set as Smooth, except the faces around the piston base (which are marked as Flat).

I would like to mention a little “trick”, which can be useful in many other cases. To obtain a seamless join between the crankcase “slices” (as in figure "a", below), I added an additional, thin “strip” of the faces around the slice edge. These faces are parallel to the faces of similar strip in the adjacent slice (as in figures "b" and "c", below):

0084-06.jpg

Once the middle section of the crankcase is ready, I started working on its front section. Generally speaking, this part looks like a combination of a cone and a cylinder, with many “protrusions” of additional details:

0084-07.jpg

Actually, I recreated the basic shape of this section. (I will recreate the remaining details later). I did it using the same workflow as in the case of the previous section. First, I made a simple, “conceptual” model of this part. It was smoothed using a Subdivision Surface modifier. When the shape seemed to be OK, I converted the result of this modifier into normal mesh faces. Then I removed all the unnecessary edge loops and created the basic 20⁰ “slice” of this section:

0084-08.jpg

To obtain the smooth shading between slices, I also created the additional thin strips of parallel faces along their adjacent edges. The basic slice of this section was easier to form than the one from the middle section, because it did not contain any opening.

Just to make the front of the engine more complete, I created the front disk (in a classic way, no “slicing” here) and the propeller shaft.

Finally I started working on the cylinder. Because all cylinders of this engine are uniform, I will complete a single (the topmost) one. The complete cylinder will be an assembly of many objects. Then, when it is finished, I will clone it around the crankcase.

As the first object in this assembly I created the simple, basic cylinder (i.e. the cylinder and its head without the fins and rocker covers):

0084-09.jpg

It will be the parent object of all further elements of the cylinder assembly. As in the case of the crankcase, it does not use any Subdivision Surface modifier, just the “fixed” mesh faces with the Shade Smooth option (and Mirror and Bevel modifiers).

You can check details of this model in the source *.blend file. In the next post I will model the rocker covers and the covers of the intake/exhaust valves. (In the R-1820 they are just fragments of a single-piece cylinder head).

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, May 7, 2018 11:17 AM

In this post I am wrestling with the partially hidden shape of the cylinder head:
______________________________________________________________

One of the most prominent features of the R-1820 engine cylinders are their rockers. More precisely – their covers, cast as the part of the cylinder head:

0085-01.jpg

The R-1820 was a classic four-stroke engine. Its cylinders had two valves: single intake valve, connected to the supercharger via a wide pipe, and single exhaust valve. Movements of these valves were controlled by cams, via pushrods and rocker arms mounted in the cylinder heads. The covers housing these valves and rocker mechanisms were placed on the right and left side of the cylinder head.

To simplify my model, I decided to separate the cylinder fins from its “solid” body (i.e. to create them as separate objects). However, because in the reality the cylinder head was cast as the single piece, it is very difficult to precisely determine its shape hidden between these fins:

0085-02.jpg

While you can see the upper parts of the rocker covers on the reference photos, you can only guess their contours below the “fin surface”.

There is a blueprint that provides some additional clues:

0085-03.jpg

However, I have some doubts about details of the contour that you can see on the rear view above. (I marked it with thick dashed lines in the picture). Look at the lowest part of this top contour: it should correspond to the upper (outer) surface of the combustion chamber. According other drawings, the shape of this chamber resembled a regular dome. If so, why the fragment of its contour visible in this drawing seems to be (a little) oblique? In the cutaway depicted in the first photo in this post I cannot see such an oblique shape. And why the side contours of this heads (the vertical dashed lines below the valve openings) are not symmetric? Thinking about it, I concluded that this drawing was not focused on the precise representation of the cylinder geometry: its main goal was to show the lubrication areas. Thus all these details, which we can see here, were drawn thanks to a “good will” of its draughtsman. They were hand-made, ink-traced drawings, and we can be just thankful to this technician for such a detailed piece of work. Still, I assumed that these lines can differ a little from the real contours – just because of the plain human error.

I formed the basic shape of the rocker cover using two clones of the same mesh: I placed one instance on the auxiliary drawing, while the second instance is located in its proper position on the cylinder (Figure "a", below):

0085-04.jpg

Modeling this cover as a separate object allowed me to switch between its local (along the valve axis) and global coordinate systems. I could also modify this mesh switching between its clones. I used the instance, located on the cylinder, to fit its base into the combustion chamber dome. The other instance of this cover, placed over the auxiliary drawing, allowed me to follow the shape of this element. (In fact, I could also put another instance of this mesh over the top view of the rocker cover. However, I did not do it - just because I used this view only during the initial phases of the modeling, and it was relatively easy to rotate the modeled object and move it over the side view).

This is the initial, “conceptual” model of the cylinder head, so I split it into the key “solids” and formed the semi-spherical cover of the exhaust valve as another object (the red one in figure above). Such an arrangement allows for easy manipulating of these parts. During this phase I have to determine their most probable sizes and locations. For example – following the precise location of the exhaust opening, I discovered that for the size as in the “Lubrication Chart”, it has to be placed in a slightly different position (as in Figure "b", above). Otherwise, the right-bottom corner of the rim around exhaust opening would “sink” into the combustion chamber dome. (Of course, I also checked multiple times the most probable radius of this dome!).

When the whole thing seemed to match the photos, I made the rocker cover asymmetric (by “applying” its Mirror modifier and modifying the resulting faces). Then I modeled the oblique pushrod base (Figure "a", below):

0085-05.jpg

To avoid some potential errors in the future, I started with placing the pushrod (another object) in the proper position, then formed the base around it. Figure "b", above) shows the resulting mesh. Note the sharp edges in its upper part. In the next step I rounded them, using a multi-segment Bevel modifier (Figure "a", below):

0085-06.jpg

To have more control over these fillets, I used the weight-based version of the Bevel. Figure "a", above, shows the mesh edges that have a non-zero bevel weight marked in yellow. However, even in such a case, I could not avoid an artificial sharp edge between two fillets that were too close to each other (Figure "b", above). Well, in this situation I had to “apply” this modifier, and manually introduce small fixes to the resulting faces (Figure "c", above). I also dynamically created a “rim” around the upper edge of this cover. It is generated by the Solidify modifier, assigned to the thin face strip around this edge. Figure "d", above) shows the final result of these modifications.

While working on these parts, I simultaneously “scanned” the Internet, searching for more reference photos. Sometimes they just expose details, which were obscured in the reference materials that I already have. In this case – it was a protrusion on the rocker cover around the first and the last bolt (Figure "a", below):

0085-07.jpg

I just had missed this tiny detail while forming the upper part of the rocker cover! Now I had a headache, how to fix it in a quick way. Ultimately I prepared two reference “cylinders” (I marked them in red, as you can see in Figure "b", above. Fortunately, there were many faces around the area that I had to modify. I placed these faces on the corresponding reference cylinders using the Blender Sculpt tool. (It allows me to push/pull multiple faces at once in a gradual manner).

You can see the final result of this modification in Figure "a", below:

0085-08.jpg

Frankly speaking, I can see now that this protrusion had somewhat smaller radius. Ultimately I decided that it is “good enough” for the assumed level of details.

In the next step I cloned the rocker and valve covers onto the opposite side of the cylinder head: over the intake valve (Figure "b", above). In this first approximation of these parts, I rotated the intake valve cover (marked in red in the picture above), trying to find the proper location and angle of the intake opening. To fit it better, I also placed in this model the intake pipe. I knew, that in the future I will adjust its shape multiple times. That’s why I crated it initially as a simple cylinder, smoothed by the Subdivision Surface and bent along a parent curve using Curve Deform modifier. By controlling the location, rotation and shape of the parent curve I had full control over this pipe.

The intake rocker cover had also a unique feature: two bolts on its front and rear walls (Figure "a", below). They were intended for mounting around the engine an eventual NACA cowling. (Wright added these bolts on the Army request). For this “conceptual” stage of the modeling, I decided to add the bases of these bolts as a separate part. (Because I expect that I will move/modify shape of this element many times, before I reach the result that matches the reference photos). I will eventually join it with the cover (and add appropriate fillets around its edges) when it fits well.

0085-09.jpg

In the next step I transformed the clone of the intake cover into a completely separate object (marked in blue in Figure "b", above). I also added the bolt bases around the exhaust and intake openings. (As you can see in the figure above, there are four of them on the exhaust cover, and three on the intake cover). Initially I created these bases as separate objects.

Once I verified their location, I joined these bolt bases with the cover mesh (Figure "a", below):

0085-10.jpg

I joined these objects by applying a Boolean (Union) modifier. However, after such an operation the resulting edges required some manual “cleaning” (removing doubled vertices and edges).

I also formed an initial approximation of the rocker upper cover (Figure "b", above). I just placed it over the left rocker. The front contour of this part had to fit the circular contour of this engine (dimensioned on the original installation drawing). I also rounded its upper edge using a multi-segment Bevel modifier, but I can see that this part will require further modifications.

While working with these rocker covers, I discovered that I made a mistake in reading the original blueprints! I thought that one of the exhaust rocker cover elements was a cross-section, while it was oblique view of one of its fins (Figure "a", below):

0085-11.jpg

On the reference photos I can also see that the bottom pushrod base plane was bent, with sharp side edges (Figure "b", above). Thus I had to modify accordingly the bottom part of this cover (Figure "c", above).

Well, such “discoveries” slow down the overall progress of the work, but they are inevitable, if you want to build a close copy of the real object. They happen all the time, as I am collecting growing number of the reference photos. In fact, I have measured that I spend at least half of the overall time on analyzing the photos. (Sometimes I also sketch on a paper the most complex shapes, before I start to model them in Blender. These sketches help me to better “understand” the objects that I want to recreate). The complex details of the cylinder head are often obscured by the fins, which makes this element an extremely difficult case. I am sure that I will identify and fix many of similar mistakes in the nearest future. For example: I will shift and rotate the cover of the intake valve multiple times, and then have to adjust the intake pipe after each of these updates. That’s why I prefer keeping this cylinder as an assembly of multiple, relatively simple objects. It would be much more difficult to modify this head, if it was a single, complex mesh. (In such a case you would have to care about all of its intersection edges!).

You can check details of this model in the source *.blend file. In the next post I will model the cylinder head fins.

  • Member since
    January 2015
Posted by PFJN on Monday, May 7, 2018 8:58 PM

Hi,

Your work continues to amaze me.

I'm anxious to see more.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, May 20, 2018 5:59 AM

PFJN: thank you for following!

Today I will deal with the complexity of the cylinder head fins:

_______________________________________

 The fins of the air-cooled cylinder heads are a state-of-art piece of metallurgy:

0086-01.jpg

At the first glance, it is hard to believe that they were cast as a single piece. But when you look closer, you will discover that these fins “grow up” from the solid parts of the head as naturally, as the hair from the head:

0086-02.jpg

Try to imagine the shape of molds used in the production of these parts, and the challenges faced by their manufactures! (See an interesting post about this. It describes production of the R-1830 Twin Wasp cylinders). Basically, modern producers of the heads for the air-cooled aircraft engines use the same technology as eighty years ago.

In my model I will recreate these fins in a somewhat simplified form, as a few separate Blender objects. I will also skip some fine details of their shape (for example the small features that I marked in the figure above). Such a simplification conforms the moderate level of details that I assumed for this model. It is always possible to make a more detailed version of this object later.

I began by forming the “external boundary surface” of the fins. After revising many photos I decided that it has a circular base. This base is combined with a shape extruded from a perpendicular arc:

0086-03.jpg

The rocker covers, formed in the previous post, helped me in estimating the shape of this object. In general, the cylinder head fins are not symmetric, since the exhaust valve produces much more heat than the intake valve. Thus there are more fins around this area. Initially I formed the basic shape, leaving gaps around the rocker covers (as in figure above).

In the next step I filled these gaps (figure "a", below):

0086-04.jpg

In fact, it was sometimes quite hard task that required careful analyzing the shape of the head fins in these areas. Note that fragments of the rocker pushrods were partially “sunken” in this object (as in figure "b", above).

I cut out the areas around these pushrods using the Boolean (Difference) function. To do it, I placed along the rockers two simple “boxes” (figure "a", below). Then I used them as the “tools” in a Boolean modifier that cuts out from the boundary shape the difference of their volumes (figure "b", below):

0086-05.jpg

(Note that I rounded the original sharp edge of the “cutting box” using a multi-segment Bevel modifier). Then I “fixed” (applied) results of the Boolean modifier. After removing unnecessary vertices and edges from this area, I obtained the shape shown in figure "c", above. Finally I dynamically rounded the external edges of this cut out, using a multi-segment Bevel (Weight) modifier.

In similar way I created the hollows for the spark plugs. First I created two objects that have the shape of these cutouts. (As you can see in figure "a", below, their shape was more complex than the pushrod “boxes”):

0086-06.jpg

I used these two objects in a Boolean modifier, which I applied to the boundary shape object. Figure "b", above, shows how this mesh looks like after “fixing” the results of this modifier. I also dynamically smoothed the resulting mesh using a moderate (level =1) Subdivision Surface modifier.

Finally, when the boundary shape was formed, I started to add the head fins. In the simplest case the mesh of a single fin can be just a single square face (figure "a", below):

0086-07.jpg

Then I obtained the results shown in figure "b" (above) in a dynamic way, by adding to the fins object a stack of three modifiers:

  1. Boolean (Intersect) modifier, which uses the boundary object as the “cutting” tool;
  2. Solidify modifier, which gives the fins their thickness;
  3. Bevel (Angle) modifier, just to “round” the external edges of the resulting fins;

As you can see above, their cumulative effect is quite interesting.

All what I have to do now is to add to this “fins” object subsequent faces. The “L”-shaped upper fins have somewhat more complex topology:

0086-08.jpg

It is built from a dozen of elementary square faces. I crated the rounded edge in the middle of this fin by adding another multi-level Bevel modifier to the top of the modifier stack. It rounds selected edges – those, where I set the so-called Bevel Weight coefficient to a nonzero value.

Sometimes the results generated by the Boolean and Solidify modifiers look strange. To fix these problems I had to be careful with the normal direction of the newly created mesh faces. Sometimes I even had to add an additional edge loop – because it alters the results of the tessellation that Blender performs for each face.

The R-1820 cylinder head also contains some “M” – shaped fins (as in figure "a", below):

0086-09.jpg

I built such elements using an outer “U”-shaped surface combined with the inner, flat face (figure "b", above). The faces of the “U”-shaped surface have their normals directed outside, so the Solidify modifier generates the thick “walls” around it. The two edges at the “bottom” of this “U” are rounded (figure "b", above), as in the case of the “L”- shaped fin. The inner surface extends a little (by less than the fin thickness) outside the original faces of “U”-shaped surface. After applying the modifiers, this “overflow” creates an impression that both surfaces are joined.

As you can see in figure "a", below, the final mesh of the head fins resembles somewhat a Minecraft object:

0086-10.jpg

However, when you switch into the Object Mode, in a split second the modifiers transform it into the desired shape (figure "b", above).

Do not be mistaken by this “smooth” workflow description. In practice I often had to make minor adjustments to the boundary surface mesh, to correct some unexpected effects of the Boolean modifier. Fortunately, the mesh of each fin is disconnected from the others, so all these issues appeared gradually, and I was able to resolve them in a systematic way. I had also made other adjustments: for example, in the middle of the work I discovered that the spacing between the fins was 0.215” instead of 0.220”. (I know that this distance seems extremely small, but for the 30 fins in a row, it really makes a difference!). Thus I shifted - vertically or horizontally - about two dozen fins. Fortunately, the Boolean modifier took care for the resulting adjustments in their shapes.

What’s more, it occurred that these dense, evenly spaced fins act as a kind of additional reference grid. While forming them, I found and corrected some inaccuracies between the fins and the valve and rocker covers.

For example: while forming these fins, I adjusted at least four times the angle, location and shape of the intake valve. And after each of these modifications, I had to fit anew the intake pipe. That’s why I prefer to keep such complex elements as this cylinder head split into various simpler objects as long as possible: you never know, when you have to modify them again!

You can check details of these fins in this source *.blend file. The model starts to resemble the real cylinder, but it still lacks many details. I will describe them in the next post.

  • Member since
    June 2014
Posted by Witold Jaworski on Wednesday, June 6, 2018 11:45 AM

In this post I will finish the first cylinder of the R-1820 “Cyclone”. It will be the “template” object, which I will clone eight times around the crankcase when I finish the other parts of this engine.

Although in my previous post the cylinder head received the full set of its cooling fins, it still lacks some details. One of them are the reinforcements of the valve covers:

0087-01.jpg

As you can see, these reinforcements break the symmetry of the left and right valve covers. Both of them resemble a thick plate, but one is oblique, while the other is vertical. They are not the most prominent features of this cylinder head, and it took me some hours to determine their probable shape. Finally I classified them as the secondary features of the covers, which I have to recreate, for the assumed level of details.

First I formed the oblique reinforcement of the intake valve cover. I extruded it from the existing mesh:

0087-02.jpg

When you compare this mesh (in Figure "a", above) with the last picture in my last-previous post (its Figure 85‑11), you will clearly see that I had to remake this shape again. (I was wrong, then). At this moment I declined to create the last “block” that closes the array of the vertical fins at this cover (Figure "b", above), because it would be too difficult to merge such a feature within the current mesh. I will come back to this issue later in this post.

In the case of the vertical reinforcement of the exhaust valve, I encountered similar problem: it would be quite difficult to extrude such a shape from the existing mesh. However, this time I decided to make it as a separate object:

0087-03.jpg

The next element that I recreated is the top cover of the rocker (Figure "b", below):

0087-04.jpg

After some initial trails, I decided that the previous, simplified version of this element that I made some weeks ago is useless. (You can still see it in Figure "b", below). Thus I started a new top cover from the scratch. I formed it using the same reference drawings that I used for the main rocker covers (Figure "a", above). The fillets of this shape (I marked them in yellow) are created using a multi-segment Bevel modifier. However I had some troubles with the radius of the upper fillet (Figure "c", above). It occurred that the Bevel modifier can alter the fillet radius along the rounded edge. What’s worse, I could not obtain the larger radius at the higher corner of this cover, because their proportions and sizes were restricted by the height of the cover shorter side (Figure "c", above). Well, the difference was not so big, thus I accepted it.

In the next step I prepared four conical shapes in the places where this cover had recesses around the bolts (Figure "a", below):

0087-05.jpg

In the “old” object, still located on the top of the rocker cover, I also created a perpendicular “T-beam” (Figure "b", above). I formed it there, because I needed to use the outer, circular contour of this engine as the reference. It was just prepared for later.

Then I started to create the recesses around the bolts. After applying each of the Boolean modifiers I had to “clean” this mesh by removing the extra vertices and edges (Figure "a", below):

0087-06.jpg

Then I spent significant amount of time on improving the shape of the fillets around these recesses (initially they were in a really bad shape). Basically, I had to disperse the fan-like edges from the forward recess along the mesh, and add some new “middle” edges (Figure "b", above). Finally, I placed this rocker top cover on the cylinder head and joined it with the “T-beam” object that I had prepared some steps before. Note that I left these two meshes disconnected – it looks quite good as it is (especially in black – see figure below). Joining faces of this “T-beam” and the rest of this cover would require significant amount of work.

These top rocker covers are examples of the parts that do not seem difficult at the beginning. Then, after many hours spent on their vertices and edges you are discovering their true nature . In this case I lost most of the time on fixing the various issues along the rounded edges of the bolt recesses. If I had to make this cover again, I would sculpt these fillets manually, then eventually smoothed them using a Subdivision Surface modifier.

Comparing to these top covers, the details of the cylinder barrel were easy. In the real R-1820 its fins were made separately, from steel rings. I created them from a quarter of such a ring:

0087-07.jpg

I just used a Mirror modifier (along X and Y axis) to convert this mesh into a full ring, then multiplied it down along the barrel using an Array modifier. Finally I added the Solidify modifier, which gave these plates some thickness.

I also used a large-radius multi-segment Bevel modifier to profile the cylinder base (as in figure above).

Finally I added the first bolts to this engine. Each of these objects is a clone of the same mesh. Initially I prepared two such meshes: the classic nut for the rocker top covers, and the massive head for the bolts around the cylinder base (Figure "a", below):

0087-08.jpg

I also recreated recesses in the cylinder base around these bolts. I made it using an auxiliary object and a Boolean (difference) modifier (Figure "b", above). (In fact, to make the edges of these recesses more regular, I had to alter a little some faces of these auxiliary objects).

The last element of the cylinder was its upper deflector. Basically, this is just a piece of the sheet metal, “wrapped” around the cylinder head:

0087-09.jpg

Although most of this deflector surface lies in the “invisible” back area of this engine, I decided to recreate it as a whole – just for the eventual future use. (In fact, the most difficult part was to determine the approximate shape of this part). It was made from a single smoothed (by the Subdivision modifier) mesh surface. The vertical reinforcements on its sides are created as separate objects, also made from a single surface. Additional Solidify modifier gives them a non-zero thickness. Because this is the “invisible” zone of my model, I did not recreate such minor details as the bolts and rivets, here.

In general, this deflector was the last part of the cylinder. However, you never know when you find something new and will have to modify your model.

I finished this cylinder about two months ago, and then worked on the other parts of this engine. (Yes, my reports are always a few weeks late). After a month I finally decided to recreate the closing block of the fin array at the intake cover (marked in red in Figure "a", below). This time I made it as a separate object, to avoid tedious work of rounding all of the eventual intersection edges. I also looked for more reference pictures. One day in May I found additional detailed photos of the R-1820 cylinder head in a certain e-bay auction. When I compared them to my model, I discovered that my cylinder is missing one fin at the intake cover:

0087-10.jpg

(There were three such fins in the photo, while my model had only two). The new photos quickly revealed my error: I have to shift the forward faces of nearly all existing vertical fins to the right! (To the next fin).

 In this and next paragraphs I use the “left” and “right” directions as you can see them in figure above. The intake valve is on the left, while the exhaust valve is on the right side.

Such a movement of the 26 fins will create space for additional “shorter” fin on the left and discard one fin on the right. It also will shift the central segment of these fins that contains the hollow for the forward spark plug.

Fortunately, the structure of my model allows me to do such a modification in a relative easy way. (That’s why I hold myself in duplicating this cylinder to the latest stage of this project, and using in every of its objects as many modifiers as possible). I have introduced all these updates to the latest version of this R-1820 model, thus you will not find them in the example file that accompanies this post. (They will appear in the file that accompanies one of the future posts).

How I did it? First, I modified the shape of the “fin boundary” object, which I use to the Boolean modifier to “cut” the fins (Figure "a", below):

0087-11.jpg

Then I shifted the “raw” faces of the fin mesh to the right by one “fin module” (0.215”). When I did it, I started switching these shifted faces to the adjacent fins (Figure "b", above). Finally I dropped the rightmost fin and added one fin segment on the left.

Figure "a", below, shows my results, while Figure "b", below, is the picture of an authentic R-1820 head:

0087-12.jpg

The most obvious difference is the certain “angularity” of my model: it lacks many of the soft fillets and intermediate surfaces that you can see in the original head. This is the price for the relative simplicity and moderate polygon count. (The final model of this engine will have about 500 thousand faces). Making a more detailed version of this head would require much more time, and (at least) four times more faces in the final model.

However, I can also see various minor differences in the area around the exhaust (I marked it in figure above using a dashed line). It seems that I should shift the exhaust base to the rear, because you can see it on the photo, while it is hidden under the fins in my model. This is strange because I read the precise location of the exhaust opening from the explicit dimensions on the original installation drawings. I have also found another minor difference between this photo and the original Curtiss-Wright drawing. Thinking about it, I realized that I am using reference drawings from 1942, while the head in this photo comes from a B-17G (according the e-bay auction). This means, that it was produced no earlier than in 1944. It may happen that I found minor differences between various R-1820 production series. All in all, they appear on the rear part of the engine, which will be invisible in my model. Thus I decided to continue without fixing these findings.

Figure below shows the current state of the cylinder model:

0087-13.jpg

You can examine my model in this source *.blend file. Just remember that this is the earlier version, saved in March (before I shifted the forward fins). In the next post I describe my work on the crankcase details. After this I will recreate the spark plugs, ignition harness and the side deflectors (between the cylinders).

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, July 13, 2018 1:26 PM

In my previous posts (published in May and June) I focused on the R-1820 cylinder. I think that it is the most difficult part of every air-cooled engine. Since that time I have made a significant progress, which I will report during nearest three weeks.

Let’s start with the rear section of the crankcase (behind the cylinders). Do you know how difficult is to find a decent photo of this area? The original pictures from the “Cyclone” manual are of moderate quality:
0088-01.jpg

The modern photo (Figure "b", above) reveals more details. In general, it looks that the rear part of the crankcase is formed from two cylindrical segments. The intake pipes extend from the first (i.e. forward) of these segments. (There is a centrifugal supercharger inside). The upper part of the last segment contains rectangular air scoop, which also provides the mounting points for the carburetor (Figure "b", above). The rear wall of this segment forms the base for various auxiliary aggregates: magnetos, oil pump, starter, etc. As you can see in Figure "b" (above), aggregates from the R-1820 exposed in the Pima Air Museum differ from the manual photo (Figure "a", above). I think that such equipment could be used in the B-17s. On this photo I also finally determined an important feature of the R-1820 geometry: its mounting points. (They are dimensioned on the installation drawings, but I had to find them among all these nuts and bolts that you can see on the crankcase).

I think that this rear part of this engine is much more complex than the forward section. Fortunately, it is invisible in my model (I am not going to open the engine cowling panels, at least not at this stage of the project). Thus I recreated them just as placeholder “blocks” (see figure below). In this simplified form they will allow me to determine the details of the SBD engine cowling geometry:

0088-02.jpg

Once I saw these details on the photos, I was able to properly interpret the original installation drawings from the Curtiss-Wright manual. I recreated in the simplified form the intake pipe base (Figure "a", above). I will repeat these blocks for every cylinder. (I built this crankcase section from nine identical parts). Note the hole for the mounting bolt on the left side of the intake pipe. I just placed it there as a reminder for myself. The last crankcase section is created as a single (mirrored) part (Figure "b", above). I placed the simplified magnetos and oil pump on its rear wall.

In the next step I recreated there the details of the pushrod bases in the front of each cylinder:

0088-03.jpg

The rim of the forward crankcase is usually obscured by the ignition harness. I managed to find some photos that show this part. They reveal that there is a cylindrical “strip” around this rim (Figure "a", above), which forms the base for the pushrods. The outer diameter of this “strip” matches the rim diameter of the crankcase main section (the section that forms the cylinder bases). It is larger than the diameter of the conical part of the forward crankcase. The forward edge of this strip has characteristic “stair” shape (Figure "a", above). This shape repeats in the front of each cylinder. Every “step” of these “stairs” matches the base plate of one of the pushrods, or forms a bolt head base.

As I described it in the first posts about the R-1820, I formed this forward section of the crankcase using nine identical segments (clones), placed in the front of each cylinder. Thus I just had to recreate this strip in the mesh of a single segment, and Blender automatically repeated it around the crankcase rim (Figure "b", above). In this mesh, I used a multi-segment Bevel (Weight) modifier to round some of the newly created edges. (I have some troubles with the intersecting beveled edges, here. Finally I decided to use the Bevel modifier for the “meridian” edges, only. I created the gentler, “parallel” fillets manually, placing 3 or 4 new edges at the rim strip base).

When I reproduced the “stair” forward edge of the pushrod bases, I discovered that:

  • For each cylinder, one of the pushrods is shifted forward. (This is a norm for every classic radial engine, because each of these two pushrods follows different cam. One of them uses the intake valve cam, while the other uses the exhaust valve cam);
  • The pushrod bases were closer to each other than they depicted them in the original installation drawings from the Curtiss-Wright manual. (It could happen, because this was not any important, “dimensioned” element of these drawings);

I moved accordingly the pushrod bases close to each other, and then I discovered that they no longer fit their troughs in the cylinder head (Figure "a", below):

0088-04.jpg

Fortunately, the shape of the head fins is still controlled by the surface object (via a Boolean modifier). All what I had to do was a minor adjustment of its mesh (Figure 88‑4b). Then Blender took care for the fin shapes (Figure "c", above).

As you can see (Figure "b", "c", above), I also added to this model the pushrod seals and clamps. All of these details are clones (they share single mesh). These clamps will be useful in other places of this engine.

Another engine element hides among the lower cylinders (5 and 6): this is the oil slump:

0088-05.jpg

While the forward part of the oil slump appears on many photos (as in Figure "a", above), all what I found about its overall shape were: two pictures from the manual (Figure "b", above), and the side contour on one of the blueprints. However, certain features became obvious, when you place this part into the model. The recesses on its sides fit the adjacent cylinders (Figure "c", above), while the Y-shaped “tail” bypasses the vertical intake pipe that belongs to cylinder 5.

I formed oil slump using subdivision surfaces. To keep the shape of the front crankcase as simple as possible, I modeled the oil slum base as a separate object. Its external edges blend smoothly with the two adjacent crankcase segments. (These segments are separated along the engine centerline).

On the forward part of the oil slump you can see a prominent engine data plate. I will recreate this detail later, together with similar elements that occur in the cockpit. (They will require a separate texture).

On the opposite side of the crankcase there is a more exposed feature: propeller governor base:

0088-06.jpg

In general, its shape is a combination of symmetric cylinder and dome with an asymmetric “wedge” (Figure "b", "d", above). To find the proper proportions of these objects, first I prepared their simplified, conceptual model (the red blocks in Figure "c", "d", above). The most “sensitive” elements here are their intersection edges, especially on the oblique, left side of the “wedge”. I tried to obtain similar shapes of these curves to those visible on the photos. (However, in the real crankcase these edges are “soften” by the fillets. It is more difficult to determine their exact shape).

Finally, when the conceptual model was close enough to the original, I used it as the base for the final version:

0088-07.jpg

First I joined the “cylinder” and “wedge” into single object, and added fillets (multi-segment Bevel modifier) along their intersection edges (Figure "a", above). Then I joined the three upper segments of the forward crankcase with this propeller governor base (Figure "b", above). It created additional intersection edges, which I also rounded using the same Bevel (Weight) modifier. Note that I did not “smooth” this surface with a Subdivision Surface modifier: it was dense enough without it.

There was also another reason: the optimal mesh topology for the beveled edges differs from the optimal topology for the subdivision surface. For the fillets created by the multi-segment Bevel modifier, the beveled edge has to be far away from the other parallel edges. To obtain similar effect using the Subdivision Surface modifier, you have to concentrate several parallel edges close to each other. Sometimes I use a mix of these two modifiers (Bevel + Subdivision Surface). However, for the more complex shapes, like this one, this combination can create certain artifacts by its own.

 The next element of the engine is the ignition harness. Figure below shows its rear part:

0088-08.jpg

In fact, this part will be invisible in the final Dauntless model. I recreated it because I just do not like to “suspend objects in the air”. Still, while fitting this engine into the airplane, the simplified versions of these invisible parts can give you a valuable hint about potential collision/intersection. The harness in the engine from the Jimmy Doolittle Air & Space Museum (Figure "a", above) seems to be rotated upward on the magnetos. I recreated in the reversed position (Figure "b", above), as in the manual (see the first photo in this post).

Note the carburetor details in Figure "a", above. The complexity of their shapes exceeds by a magnitude the rest of this engine. I am really glad that they are hidden under the cowling, so I do not have to recreate this “mess” of intersecting blocks and pipes, all smoothed with hundreds of fillets. (I think, that it reminds the densely packed Maya sculptures, or some instances of the modern art  Wink).

The manifold of the harness is a simple tube, bent along the curve that controls its shape. (I used here the Curve Deform modifier). The forward part forms a 300⁰ arc around the crankcase:

0088-09.jpg

I already placed along this manifold the bases for 18 individual spark plug cables (Figure "b", above). At this moment I recreated the first pair of these cables, for the topmost cylinder. Each of these two tubes has its own deforming curve. As you can see (Figure "c", above), I also recreated the spark plugs and the clamps that attach these cables to the pushrods. I will recreate the remaining 16 cables in the next post, when all of their cylinders will be in place. (Each of these cables will be bent along a slightly different shape). There are also four mounting brackets (Figure "d", above) that attach the ignition harness manifold to the crankcase.

I also recreated the deflector plates, mounted between the cylinders:

0088-10.jpg

I decided to skip (simplify) some of their features that will be less visible under the NACA cowling. Thus I omitted the bolt holes at the cylinder sides, and various small holes in some of these plates. (The purpose of the two holes visible - in Figure "a", above - will become obvious in the next post).

Figure below shows the current state of this R-1820 model:

0088-11.jpg

I will finish it in the next post.

You can examine the model depicted above in this source *.blend file. Just remember that this is the earlier version, saved in May (before the correction of the the forward fins, which I described in my previous post).

  • Member since
    January 2015
Posted by PFJN on Tuesday, July 17, 2018 7:25 PM

Hi,

Oops I almost missed this latest update. It looks great Smile

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, July 20, 2018 2:14 PM

Pat, thank you for following!Smile

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, July 20, 2018 2:14 PM

(Double post - removed)

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, July 20, 2018 2:19 PM

In this post I will finish all the remaining details on the front of the R-1820 engine. (As I mentioned in earlier posts, this model is intended for the outdoor scenes, with closed cowlings. That’s why I recreated the more complex rear part in a simplified form, just to check if it fits properly to the airframe).

One of the most exposed “Cyclone” details is the variable-pitch propeller governor:

0089-01.jpg

This is an additional unit that controls the pitch of the Hamilton-Standard propeller. (It controls the oil pressure, which determines the actual pitch of the propeller blades). You can find it in every aircraft, but it is often dismounted from the “standalone” engines, presented in the museums. The large wheel at its top is used as an actuator attachment. The actuator can be a pushrod or a cable from the cockpit. In the case of the SBD (and many other WWII aircraft) it was a control cable (Figure “b”, above). The engine depicted in Figure “a”, above is a standalone museum exposition, thus it lacks such a cable.

Analyzing the photos, I slowly recognized that this governor was mounted differently in various Dauntless versions. In the later SBDs (SBD-5, -6) it is placed in the front of the topmost cylinder, and its actuator wheel is on the left side (as in Figure “a”, above). In the earlier versions (SBD-1, -2, -3, -4) it is mounted between cylinder 1 and 2 (as in Figure “b”, above). Let’s focus on the later versions first, because I have more its photos. I could even find the propeller governor base on one of the original installation drawings (Figure “a”, below):

0089-02.jpg

This drawing shows, that the governor was rotated by 18⁰. The reason for this unusual arrangement became obvious when I fit into the model the first, simplified version of this object. This rotation directs the control cables between cylinders 1 and 2 (Figure “b”, above). Do you remember the two small holes in the deflector depicted on the second-last photo from the previous post? They were made just for this cable.

However, I could not determine the ultimate shape of the governor unit. Most of the photos that I had looked like those that I show in the first picture of this post. They were taken at unusual angles, or the object was in black, which obscured its details. I was only able to determine, that there are several versions of this part, which differ in important features (for example, they have different number of outlets). It seems that this is a third-party component, delivered by independent vendors. In desperation, I looked for it on the e-bay, where I ultimately found a decent photos:

0089-03.jpg

The version on the pictures above was widely used in the aircraft from the post-war period. It has two additional outlets, which did not exist in the propeller governors used during WWII (at least not on the photos that I have). Anyway, it still resembles the governors that you can find on the historical pictures. Using it, I was able to build a more detailed model:

0089-04.jpg

First I recreated the governor shape using a group of simple “blocks”: cylinders and boxes with cylindrical sections. Then I adjusted their proportions and positions, so that they resemble the original object. Finally I started to join these objects (using Boolean (Union) operator), and rounding their intersection edges using a multi-segment Bevel (Weight) modifier (Figure "a", above). I set up a large “nominal” radius of this Bevel modifier (1.3”). Then I controlled the radii of individual fillets by assigned fractional bevel weights to their intersection edges.

I practiced that you can set these fractional values in the Mean Bevel Weight field of the Edge Data section, at the top of the View>Properties region. (The region at the right edge of the 3D View window that Blender shows/hides when you press the N key).

 You can see the final result in Figure “b”, above. Note that I had to check the control cable clearance behind the deflector (it has to pass by the intake pipe of the cylinder 2 – as in Figure “c”, above). However, the fillets in Blender are far from the ideal: I gave up with the edge of the rear outlet (Figure “d”, above). To not spoil the previously rounded edges, I had to leave this cylinder as a separate object, just attached to the main body by the “parent” relation. (Fortunately, this is a less visible detail).

To round this edge, I should sculpt it in a mesh that is “dense” enough (i.e. has enough faces in this area). Such a labor-intensive solution does not match the level of detail assumed for this model.

The next detail is the elevated edge around the valve timing inspection hole. You can see it on the front crankcase section (Figure “a”, below):

0089-05.jpg

As usual, I started with a simplified, conceptual object (Figure “b”, above). It allowed me to adjust the proportions and size of this feature, as well as the mesh topology. Then I joined it with the corresponding crankcase segment, and rounded the newly created intersection edge with a multi-segment Bevel (Weight) modifier (Figure “c”, above). You can see the final result in (Figure “d”, above).

Finally, it is time to populate this engine with all nine cylinders. I delayed this operation to the end, because I was going to duplicate these objects as the clones (i.e. new objects that share the same mesh). After such a multiplication, if I discovered that these cylinders lack a certain detail, I would have to copy it nine times. That’s why it was better to wait with such a multiplication until it seemed that none of such modifications is needed. However, in May I received an invaluable suggestion from Jeff (pzzs7f, in this post) that I should try the so-called group instances. I did it in following way:

0089-06.jpg

First I placed all the cylinder elements on layers 13, 14, 15, then declared them as an object group (Figure “a”, above). (I did it using the Object>Group>Create New Group command. Blender highlights the objects that belong to the same group with a green outline, which you can see on this picture). I named this group G.G05.Cylinder. Note that it also contains the crankcase segments located around the cylinder (elements from layer 11). Beware that Blender assumes the center point ([0, 0, 0] in the global coordinate system) is the eventual origin point of an object group. Thus place your source objects accordingly in the space around this point.

When this “group definition” was ready, I turned its source layers off, set the 3D cursor to the engine center point, and in the top view I inserted the first instance of this group (Add>Group Instance). You can see it in Figure “b”, above. (Accidentally, it is located in the same place in the space as the source objects, but you could insert it anywhere). When you examine this cylinder, you will discover that this is an Empty object, which contains reference to the G.G05.Cylinder object group.

To “populate” this engine, just create clones of this first instance, and rotate them around the center point by 40⁰, 80⁰, 120⁰, and further angles. You are placing in this way the subsequent cylinders in their locations (and rebuilding the mid- and rear-crankcase, as well). Figure “c”, above, shows how it looks like. Note that I have placed all these cylinder instances on a different layer: 3.

Such instances of an object group are a great tool in dealing with repeatable machine parts. When you add an additional object to this group, it immediately appears in all cylinders. When you remove an object from this group – it disappears from all instances (although it still exists on one of the source layers). This means that I could use these instances earlier, without worrying about adding the remaining details! Well, in my next model I will recreate the cylinders at least in the middle of the project. It is always better to see the whole engine.

What’s more, Blender optimizes the way it displays and renders such instances: note that its Faces/Verts/Tris counters do not take into account their meshes!

Figure “a”, below, shows all nine cylinders in place. Note, that each of them contains also the spark plugs. After this “multiplication”, I carefully examined each of these group instances, looking for eventual intersections with other objects:

  0089-07.jpg

As you can see in Figures “b”, “c”, above, there are just few of such collisions, caused by the clamps on the pushrod seals. I have tried to rotate these clamps, hoping to find a universal “neutral” position that does not collide with anything. Finally I gave up: I excluded clamps from the object group and copied their clones around the engine. Then I could rotate each of them separately around the pushrod, fixing every collision that I had found.

I also recreated the side deflector as another instance group:

0089-08.jpg

I named this group G.G10.Deflector. Its source objects are located on layer 16, while the group instances – on layer 6. At this moment all the deflectors are identical (for example, they were mounted in this way in the “Cyclones” used in the B-17s). For such an effect I could simply add the side deflector into the cylinder group (as I did for the cylinder top deflector). However, in the SBDs there were two gun troughs in the cowling, on both sides of the topmost cylinder. Thus I decided to define this deflector as another group, because in the future I will have to replace the two topmost deflector instances with modified clones. For the same reasons I “extracted” the side beam from the rocker cover into a separate object (Figure “b”, above).

Looking at Figure “a”, above, you can find some additional parts: a few dozens of new bolts, as well as the scavenge oil pipe. (This pipe connects the bottom of the oil slump with the pump in the rear).

Finally I added the last remaining detail: spark plug cables:

0089-09.jpg

As you can see, the cables occur in pairs. In each pair there is a longer and a shorter cable. The longer one connects the rear spark plug (Figure “c”, above). (I know that this is the “invisible” area, but I could not resist the temptation to recreate this detail). The shorter one connects the front spark plug (Figure “b”, above). All cables of the same length (short or long) and their terminating nuts share the same mesh (they are clones). However, each of them has its own shape, because their Curve Deform modifiers refer to their individual curves (Figure “b”, above). I copied these curves around the crankcase, and then introduced minor modifications to their shapes. Also the clamps that attach these cables to the pushrods are individual clones. I introduced some random variations to these shaping curves and the positions of the cable clamps that attaches them to the pushrods. In this way they resemble the original, manually connected cables. The only missing element in this model are the engine data plates. I will recreate them later, together with the cockpit details. (They require a dedicated, high-resolution texture).

The engine seems to be complete. (Of course, for the assumed level of details: the rear crankcase sections and their equipment are recreated in the form of simplified blocks). I will fit it into the cowling, then cut out the deflectors below the gun troughs.

I zoomed the data plate on one of my reference photos, and found that this is the R-1820-60 (the version used in the SBD-5: 1200hp for takeoff). All the manuals and blueprints that I have collected describe this or one of the later “Cyclone” versions. Thus I can conclude that the R-1820-66 (the version used in the SBD-6: 1350hp for takeoff) seems to be identical (at least as viewed from the front).

I also expected just minor differences between this one and the earlier R-1820 versions, used in the SBD-1, -2, -3, -4. The first difference that I have found was in the propeller governor positions (at the beginning of this article). Then I started to analyze the other older photos:

0089-10.jpg

I quickly found another one: in the R-1820-52 the ignition manifold forms a full circle, while in the R-1820-60 it is a 300⁰, “U-shaped” arc). I decided to look closer at the differences between the R-1820-52 and -60. I will report my findings in the next post.

You can download the model presented in this post (as in second-last figure in this post) from this source *.blend file. It is available under CC-BY license and can be useful for other aircraft, for example the B-17 or the F4F-4.

  • Member since
    January 2015
Posted by PFJN on Monday, July 23, 2018 9:33 AM

Hi,

Your work is amazing, and it also really helps you understand the different parts of the plane Smile

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, July 29, 2018 4:37 AM

PFJN - thank you!

__________________________________________

I decided to write a post about the first decade of the R-1820 “Cyclone” development (up to the R-1820-60 version, i.e. 1940). This engine was used in many designs from 1930s, and you can find the references to its various models in many technical specifications. However, sometimes it is difficult to determine how such a referenced version looked like! The early models of the “Cyclone” were produced in small batches, so there is less historical photos. Sometimes even the specialists from the museums are misguided: in one of them, you can find a SBD-3 fitted with the engine and the propeller from the SBD-5. My query, which resulted in this article, started with comparison of the R-1820-60 (used in the SBD-5) and the R-1820-52 (used in the SBD-3 and -4). I have found so many differences, that I started to wonder about the engine used in the pre-war SBD-1 and SBD-2. (They used the earlier “Cyclone” version: R-1820-32). The results presented below may be interesting to the modelers who recreate aircraft from this period (for example – the Curtiss “Hawk” biplanes, or the Grumman F3F-2 “Flying Barrel”).

Let’s start from the beginning: below you can see the first model of the R-1820 family, designed in 1931:

Frankly speaking, there is only a general resemblance to the later “Cyclone” versions. Note the small crankcase front section and the “archaic” cylinder heads. (They have different shape, and their fins are much shorter and widely spaced: these are indicators of a simpler casting technology). Another strange feature is the exhaust, which could be also mounted in the reversed (i.e. forward) direction. (Some of the aircraft from this era used front exhaust collectors). This engine used large spark plugs, mounted horizontally (in parallel to the centerline). It was rated at 575hp on takeoff, and used in some contemporary designs, like the Curtiss “Hawk” biplane.

Before introducing the next “Cyclone” version, let’s try to decode its symbol. It seems that there are two parallel conventions: one used by the engine vendor (Wright Aeronautical), and another used by the US Air Corps and the Navy.

Wright designated this engine as R-1820E. The “R” stands for “radial”, “1820” is the displacement (in cubic inch), and the “E” denotes the model. There were also other, 7-cylinder “Cyclones” produced by Wright during 1920s, as well as smaller 9-cylinder “Cyclone” (R-1750) produced before 1931. About 100 of these “Cyclones” were sold for the Navy flying boats. Technically, this “E” model, featuring 1820 in3, was an advancement.

For the US military purposes, there was a similar convention, in which this engine was referred as the R-1820-1. The “R” stands for “radial”, “1820” is the displacement (in cubic inch), and the “-1” is the sequential version number. (I suppose, that this “sequential” suffix applies to the purchasing chronology, not to the engine development).

Wright offered simultaneously two variants of the same engine: direct drive and geared. (“Direct drive” means that there was no reduction gear). The “geared” models had the “G” prefix: for example GR-1820E. According the “military” convention, each of these “parallel” versions could have a different sequential number (depending on the date of the first purchase?).

The next development stage was the R-1820F. It featured larger cylinder heads (because of the deeper and closer cooling fins), simple supercharger, forged (and then machined) main crankcase, and many other important improvements. It was difficult to find a decent photos of this model. Finally I identified one (military designation: R-1820-19) in National Museum of the USAF. It was mounted in the only preserved Martin B-10:

This particular airplane was built in 1938 for Argentina, as the export model Martin 139W. (In 1970 this only survived B-10 in the world was given to the US as a donation from the Government of Argentina. It was later restored by the National Museum of the United States Air Force). It seems that Martin used in this aircraft the R-1820-19 engines (rated at 665hp). It was the same “Cyclone” model as in the original US Army versions (YB-10 and B-10, delivered in 1934).

Looking for the decent photos of the “F” model, I finally found a few pictures of the Soviet M-25 engine. (In 1933 the Soviet Union bought a license for one of the R-1820F variants. First Soviet “Cyclones” were built in 1934 from kits delivered by Wright Aeronautical. After conversion to the metric system, from 1935 they were produced in thousands by a dedicated factory in Perm). Below you can see photos of this engine:

Wright licensed to the USSR the direct drive version named R-1820F3.

The last digit in this symbol (“3”) could indicate the blower (i.e. supercharger) gear ratio. Wright offered several variants of this engine, optimized for various flight altitudes. Each of these variants had different supercharger gear ratio. The suffix “2” means ratio of 7:1, “3” – 8.31:1, “4” – 10:1, “6” – 8.83:1. Similar engine was used in the DC-1, but its symbol had an additional “SG” prefix: SGR-1820F3. This “S” probably stands for an external supercharger, and “G” for the reduction gear.

The direct drive versions of the “Cyclone” had much shorter crankcase front section than the geared models (compare the figure above and the B-10 picture). Their oil slump also lacked the “L”-shaped forward pipe. (I suppose that it was not needed in the much shorter crankcase, without the reduction gear inside). The deflectors, attached to the cylinder heads on the photo above, have circular shape. (They differ from the rectangular deflectors mounted in R-1820-19. I will come back to this issue in a moment, discussing the “G” model). It seems that they removed corresponding side deflectors from this museum exhibit. On the crankcase front section there is a small base for the governor of a variable-pitch propeller. The rocker covers differ from the “E” model, and Wright engineers added small attachment points at their ends. (These points were useful for mounting the large NACA cowlings). Note that most of the cooling fins concentrate around the exhaust valve. There are only few of them around the intake valve.

The “F” model of the “Cyclone” was a commercial success, powering many aircraft in the first half of the 1930s (for example – the Douglas DC-2 airliner). The later versions of this engine had two-digit numerical suffixes, like “F52” or “F62”. (It seems that these middle “5” or “6” indicate an improved version). They were rated at about 745 – 785hp. The GR-1820-F52 reached 890hp for takeoff, but it was the upper limit of this design. (The F52 model had the lowest blower ratio: 7:1, and it was rated at 725hp at sea level and 775hp at 5800 ft.

The next “Cyclone” model was the R-1820G. It had larger cylinder heads than the “F” version (as explained in this article, to get higher power from a cylinder, you need the larger area of its cooling fins). I have found some detailed pictures of an early, direct-drive “G” versions in the F3F-2s restored at Chino Planes of Fame. Comparing to the original photos, it seems that this is not the R-1820G5 (R-1820-22), but another “Cyclone” version. However, it seems to be nearly identical with the original engine:

It is not clearly visible on these photos, but the intake duct in the heads is set at about 45⁰ to the centerline, as in the blueprints of my R-1820-60 version. (In the “E” and “F” models it was parallel to the centerline, as the exhaust duct). The intake valve is finally covered by short fins. The spark plugs are thinner, and placed in a less asymmetric way than in the “F” model (in fact, this head looks similar to the version that I recreated in the previous post). The top rocker covers received the new shape and four bolts around their rims. On the left photo you can see the attachment points on the rocker covers, introduced in the “F” version (they are more visible here than on the previous picture). The higher pressure produced in the combustion chambers of this engine increased the number of attaching bolts to 16 per cylinder (there were 12 in the “E” and “F” versions). On the left photo you can see the details of the “rectangular” deflectors. Note their elastic tips – I think that this brown material is the rubber (or leather?). The original R-1820-22 (GR-1820G5) engine, used in the F3F-2, was rated at 950hp for takeoff. (The same engine was used in the F2A-1 Buffalo, and the export version of this fighter, Brewster 239, delivered to Finland).

Figure below shows the later, geared version of the “Cyclone” (it was rated at 930hp at 2200 rpm for takeoff):

Note that its front crankcase section is larger than in the geared “F” model (compare it with the B-10 picture). Wright referred to these more powerful series as “Cyclone” GR-1820-G100. I studied many historical pictures of these “G” engines. It seems that in certain versions Wright placed the ignition harness in the front of the valve pushrods, while in the other versions - behind these pushrods. The semi-circular deflectors occur together with the latter variant of the ignition harness. In such a configuration every second cable goes between the cylinders to the rear spark plugs.

The “rectangular” deflectors usually occurs in the engines withe ignition harness placed in the front of the pushrods:

In such a configuration the cables go to the rear spark plug around the cylinder head (and across its deflector – as you can see in figure above). The picture above shows the later “Cyclone” G100 model, most probably one of the R-1820-5x series (I am not able to precisely determine this version). It is nearly identical with the R-1820-52 (used in the SBD-3 and -4). This photo also show us detailed fragment of the angular main crankcase section. (It was built from two symmetric, forged and machined aluminum parts). Similar crankcases appear in the “F” family. In this later model the base for the propeller governor was even more elevated than in the R-1820-45 (compare this photo with the previous illustration). I do not think that the engine from figure above uses a different version of the deflectors. I rather suppose that this particular museum exhibit uses their standard “rectangular” model with the flexible tips removed.

I have just a few pictures of the engines used in the earlier Dauntless versions (SBD-1 … -4). Below you can see two of them (unfortunately, both are in low resolution):

The engine depicted in figure “a”, above belongs to a restored SBD-1 (BuNo 1612). (When you can see the original wreck, you can be at least sure that this is the original piece). The engine in figure “b”, above, was attached to the SBD-4, restored in Chino. It seems that there are no external differences between these two engines (at least as viewed from the front). The “-32” is missing the ignition harness, but you can see in the attached miniature that the restored version of this harness is identical to the “-52” on the right. Both engines have the standard, “rectangular” deflectors with flexible tips. Note how Douglass engineers make use of these auxiliary attachment points on the valve covers (figure “b”, above). The cowling flaps bow was supported by the rear row of these points, while the supports of the NACA cowling use the forward attachments.

Why the R-1820-45 differs a little from the R-1820-52, while the R-1820-32 seems to be identical? There are two possibilities: 1. the military symbols do not correspond to the development chronology; 2. Wright run in parallel several development lines of this engine;

Both engines – R-1820-32 and R-1820-52 – were rated at 1000hp for takeoff. I have no information if there were any differences in their blower or gear ratio. The most powerful “Cyclones” G were rated at 1200hp for takeoff (the geared R-1820G5E). 

The next “Cyclone” generation was a result of significant reengineering. Wright referred them as the GR-1820-G200 series (or, skipping the “G” suffix, as the R-1820-G200, because there were no direct drive versions in this family). It seems that the first of these models had military symbol R-1820-56. One of them is the R-1820-60 (the version that I already have recreated) and the R-1820-66 (version used in the SBD-6, presented in figure below):

Frankly speaking, Wright has redesigned most of this engine, so it is easier to point out the elements that did not change between the G100 and G200 series: spark plugs and propeller governor (these two items were delivered by the third party vendors). While preserving the overall dimensions and mounting points, all of their external details are different. In the G200 the enlarged front section of the crankcase housed even bigger reduction gear and more efficient auxiliary shafts for the propeller governor. The pushrods became slightly shorter, thanks to the enlarged diameter of the front crankshaft. The cylinder heads grew bigger, because of the longer fins. (It was another increase of the cooling area - thus the shape of these heads is slightly different than in the G100 series). The deflectors are all-metal, without the flexible tips, and have different mounts among the cylinders. The cylinders are prepared for the high-octane fuel which means higher pressures, thus their bases feature 20 bolts (instead of 16 bolts in the G100 series). What is not visible on this photo, the main crankshaft section (under the cylinders) is a steel cast of gently curved shape.

In this engine you can see different auxiliary attachment points: double bolts on each intake rocker cover (the exhaust rocker covers have none). (This “bolted” mount already appeared in the late G100s models, but not in the engines used in the SBD-1 …-4).

The R-1820-60 was rated at 1200hp for takeoff. It was also used in the B-17C, D, E, and F. The R-1820-66 was rated ever higher: at 1350hp for takeoff. (Similar R-1820 version was used in the B-17G).

Finally, to increase the overall confusion (hopefully of the Axis spies Smile), at the beginning of 1940s Wright Aeronautical altered its naming convention. Since this time:

  • The R-1820G and GR-1820G series are referred as “Cyclone” 9GA (shortcut: C9GA);
  • The R-1820-G100 series are referred as “Cyclone” 9GB (shortcut: C9GB);
  • The R-1820-G200 series are referred as “Cyclone” 9GC (shortcut: C9GC);

Thus you can find in various source documents and the books three different symbols for the same engine. For example – the full title of my Wright service manual from 1943 is: “Overhaul Manual/Wright Aircraft Engines Cyclone 9 GC”. This means that it applies to the R-1820-G200 series. In particular, this group includes the models named in the U.S. Army and Navy documents as the R-1820-60 and the R-1820-66.

Well, all in all this means that I have to recreate another engine: R-1820-52 (late G100 series) for my earlier Dauntless models: SBD-1, SBD-2, SBD-3 and SBD-4. There are too many differences to adapt the R-1820-60 model that I have already created. I describe shortly this “subproject” in the two next posts.

 

Bibliography:

  1. “Parts Catalog for Wright Cyclone Aircraft Engines Series GR-1820G-200”. Wright Aeronautical Corporation, 1940;
  2. “Wright Cyclone 9 Aircraft Engine, series C9-GC: Installation, Operation, and Service Maintenance”. Wright Aeronautical Corporation, 1942;
  3. “Overhaul Manual Wright Aircraft Engines Cyclone 9 GC”, Third Edition. Wright Aeronautical Corporation, 1943;
  4. “Operation and Service Manual: Wright Cyclone 9 Aircraft Engines Series C9GA, C9GB, C9GC”, First Edition. Wright Aeronautical Corporation, 1943;
  5. Francis H. Dean “America’s Hundred Thousand: The US Production Fighter Aircraft of World War II”, Schiffer Publishing, 1997 (ISBN: 0-7643-0072-5);
  6. Francis H. Dean, Dan Hagedron “Curtiss Fighter Aircraft – a Photographic History 1917-1948”, Schiffer Publishing, 2007 (ISBN: 978-0-7643-2580-9);
  7. Wawrzyniec Markowski “Boeing B-17 Flying Fortress”, parts 1 and 2, AJ-Press 2004, (ISBNs: 83-7237-143-1 and 83-7237-152-0);
  8. Barret Tillman “The Dauntless Dive Bomber of World War Two”, Naval Institute Press, 2006 (ISBN: 1-59114-867-7);
  9. Bert Kinzey “SBD Dauntless”, Detail & Scale, 2016 (ISBN: 978-0-9860677-5-4)
  10. Robert Pęczkowski “Douglas SBD Dauntless”, Stratus, 2007, (ISBN: 978-8389450-39-5);
  11. Kimble D. McCutcheon “Wright R-1820 ‘Cyclone’”. Aircraft Engine Historical Society, www.enginehistory.org, 1999, revised: 2014;
  12. Поршневой авиационный двигатель М-25 (Wright «Cyclone» R-1820 F3) (in Russian). Accessed 2018-07-10;
  13. The Wright R-1820 “Cyclone” Engine. Acessed 2018-07-02;
  14. Martin B-10. Accessed 2018-07-12;

 

Photo collections of:

  1. National Museum of the USAF, Riverside;
  2. Muzey V. P. Chkalova (Музей В.П.Чкалова), Chkalovsk;
  3. Planes of Fame, Chino;
  4. National Naval Aviation Museum, Pensacola;
  5. Yanks Air Museum, Chino;
  6. Jimmy Doolittle Air & Space Museum, Travis AFB;
  7. “Life” magazine
  • Member since
    January 2015
Posted by PFJN on Sunday, July 29, 2018 3:03 PM

Hi,

Thanks for the great info.  I have an old Wright Cyclone manual that I bought off eBay once while researching the Brewster F2A/B239/B339 but never really knew much about how the different models of the engines varied/changed over time.

I still can't get over how detailed your 3D models are. Stick out tongue  

Thanks again for sharing your info.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, August 17, 2018 4:59 AM

I am really happy that you have found this comparison interesting

- indeed, it took me a couple of months of looking at the photos of this engine, to become aware of these differences...

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, August 17, 2018 5:02 AM

Following the conclusion from my previous post, I have to recreate yet another “Cyclone” version: the R-1820-52, used in the SBD-3 and SBD-4. Fortunately, the R-1820-32, used in the SBD-1 and SBD-2, seems to be identical (at least – as viewed from the front), thus I do not need to recreate this “Cyclone” variant. I will describe the modeling process of the R-1820-52 in the “fast forward” mode, compressing the whole thing to two posts: this and the next one.

Initially I identified just two differences: the shape of the front crankcase section and the different ignition harness. I assumed that I will be able to reuse most of the R-1820-60 components. I had discovered most of the issues described in my previous post while working on this R-1820-52 version. In fact, it occurs that such an attempt to create a 3D model of such an engine is like an scientific experiment: it verifies the initial hypothesis and reveals the new facts that otherwise would be overlooked.

I started by renaming in the source Blender file the scene that contains the previously finished engine as “R-1820-60” (the “military” symbol of an engine belonging to the “Cyclone” G200 family). Then I created a new scene, named “R-1820-52” (the G100 family). This is my new “working place”. I copied there (precisely speaking: “linked”) some of the “R-1820-60” parts that were common for the G100 and G200 family. In this “*-52” version I followed the same “building path” which I used for the previous one. So I began with the crankcase and the basic cylinder elements:



I assumed that all the key dimensions and bases are identical in both versions, just the details are different. This assumption allowed me to determine the shape of the forged, “angular” main section of the G100 engine crankcase using just a few photos of its fragment (as in Figure "a", above). (This element is quite obscured on all the photos that I had). The nine side faces of this section had to fit the corresponding cylinder bases. The adjacent, oblique faces between the cylinders had to fit the space between cylinder bases and the front / rear plane of this central crankcase section. However, while fitting the crankcase and the cylinders, I also had found that the 16-bolt cylinder base used in the R-1820-52 had a longer straight side segment (Figure "b", above) than the 20-bolt base used in the R-1820-60. Because most of the cylinder parts were assigned to the E.100.Cylinder Base object (the “bare” cylinder), I decided to split it into the upper and lower part. The mesh of the upper part is assigned to this original E.100.Cylinder Base object, and used in both engine versions (Blender scenes). Each of these engines has its own lower part of the cylinder (marked in red in Figure "b", above). The 20-bolt version is used in the “R-1820-60” scene and named G.100.Cylinder Base, while the 16-bolt version is used in the R-1820-52 scene and named F.100.Cylinder Base.

To keep an order in this two-scene setup, I decided that the parts used in both versions (scenes) retained the “E” prefix in their names – for example “E.015.Disc”. The parts specific to the “-60” engine received the “G” prefix, while the parts of the “-52” engine received the “F” prefix.

The crankcase front section in the R-1820-52 had smaller diameter than in the R-1820-60, and different side silhouette. Thus I had to model this fragment anew. I split it into 9 identical segments, as I did in the R-1820-60. However, after some measurements, I decided that the disc that closes this crankcase from the front is identical in both versions (Figure "b", above). To avoid eventual “orphaned” objects in my further work, I used this disc the root object in the “parent-child” hierarchy of both models.

In Figure "b", above you can also see the initial versions of the pushrod bases, which I placed around the front crankcase section. They had characteristic “diamond” shapes. I recreated the “pattern” of these pushrod bases around the crankcase. This work led me to another small discovery: the G100s and the earlier “Cyclone” versions used different valve pushrod arrangement than in the G200s:



Compare the a and b distances in Figures "a" and "b", above. As you can see, there is wider space between the intake and exhaust valve pushrod (the b distance) in the earlier “Cyclone” G100 series (incudes the R-1820-52) than in the later G200 (includes the R-1820-60) series. The reverse proportion occurs between the pushrods of the adjacent cylinders (the a distance in Figure above). It seems that the pushrods in these earlier “Cyclones” were set along the radial directions, while in the later (G200) models they were set at a different angle.

There is also another difference: Wright engineers reversed in the G200s the order of the pushrod cams. In the G100s and earlier engines the base of the intake valve pushrod was shifted forward (Figure "c", above). In the G200s they set the exhaust valve pushrod first (Figure "d", above).

To match the rear rim of the front crankcase with the photos, I prepared its simplified, “block” version (Figure "a", below):



This “block” version is built of several simple elements, like the pushrod bases, the rear, flat elements, and so on. Once their shape matched the reference pictures, I joined these elements into the single, more complex object using temporary Boolean (Union) modifiers. Finally I joined it with the basic front crankcase segment (Figure "b", above). I also rounded the new intersection edges with a multi-segment Bevel (Weight) modifier.

In the G100s (incl. R-1820-52) and earlier “Cyclone” models the propeller governor was mounted at an oblique angle on a quite complex “shelf” extending from the crankcase:



I applied here the same “approximation first” method, using intermediate simplified parts (Figure "b", above). (As you probably observed, it became my usual approach to such complexities like this one). After the “fitting” phase I joined the bottom part of this “shelf” with the crankcase, and rounded the resulting edges (Figure "c", above). On top of the “shelf” there was an additional, “stacked” part (I think that it was a kind of a cover). In the pictures above I marked it in red. In the final version I left it as a separate part, attached to the crankcase by the “parent” relation.

In the background of figure above you can also see the first versions of the cylinder instances (I will modify them in the next steps), and the ignition harness manifold. (I preferred to fit it on this early stage of this the model, to avoid unwanted surprises later).

When the “shelf” was ready, I put the propeller governor in place:



I copied this governor from the R-1820-60 scene, then modified it a little (rotating the head with actuator wheel by 180⁰). Unlike in the R-1820-60, this object is set in the position parallel to the engine centerline. Looking from the front, it is mounted in an oblique position just to pass the control cable in the gap between Cylinder 1 and Cylinder 2. However, looking along this cable, I stumbled upon a new problem: it collided with the intake pipe! (Figure "b", above).

I quickly found a photo that explained me this puzzle (Figure "a", below):



As you can see in the picture above, the intake pipes in the G100s models formed large arcs, leaving the gap between the Cylinder 1 and Cylinder 2 open for the control cable. This means that I have to modify these pipes in my R-1820-52 model.

Thinking about the altered angle of the valve pushrods (see the second figure in this post) I checked the clearance between them and the cylinder head. In the R-1820-60 they were placed in deep troughs, “cut out” in the cylinder fins. I was surprised by the photos showing that in the R-1820-52 these pushrods would not collide with the cylinder head, even if this head did not have the minimal, shallow troughs. I studied this cylinder head closer: the spark plug hollows also seemed to be shallower, and the upper contour of the fins (as viewed from the front) was lower in its middle section. I started to compare proportions of these cylinders. Finally I decided that the fins in the heads of the R-1820G and R-1820G100 series were shorter than in the R-1820G200 (i.e. in my R-1820-60). I estimated that the G100s cylinder heads had 10% smaller diameter than the G200s heads. (It means that cooling area of the G200 cylinders was about 30% larger than the cylinders used in the G100s. It matches the differences in their power).

Well, now I had to apply these findings to my model:



Fortunately, the “pattern” of the cylinder fins seems to be nearly identical in the G200s and G100s cylinder heads. (I have found just a single minor difference in their forward part). Thus all what I had to do was to prepare new, smaller “fin boundary surface” (Figure "a", above), then apply it using Boolean (Intersection) modifier to the same mesh of the fin planes. I could reshape the intake pipe by altering the shape of its control curve (used in the Deform Curve modifier of the intake pipe). You can see the results in Figure "b", above).

Figure below shows the actual state of the R-1820-52 model:



Cylinders 2-9 are instances of the object group named F.G05.Cylinder. The source of this group are the components of the Cylinder 1. When I modify the source Cylinder 1, Blender immediately updates the remaining eight cylinders. Components of Cylinder 1 lie on two layers: 3 and 13, while the group instances belong to the single layer: 3. I have found such an arrangement most useful for the constant work on the cylinder details – I often did it on layer 13. Note that I also modified the bases of the intake pipes (I had a single, poor quality photo of this area). In general, it seems that the rear crankcase section of the G200s that I roughly recreated in the R-1820-60 is similar in the R-1820-52. The same applies to the magnetos and oil pump.

This engine still lacks the cylinder deflectors, oil slump, and spark plug cables. In the next post I will finish all these details and fit it into the NACA cowling.

You can download the model presented in this post (as in figure above) from this source *.blend file.

  • Member since
    January 2015
Posted by PFJN on Friday, August 17, 2018 6:39 PM

Hi,

That looks great.  Thanks for the detailed explanation of how you did everything.  I haven't experimented with Blender yet.  For most things I work on I have just been doing in ViaCAD, but its not really suited for such complex models.

Can't wait to see more.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, September 1, 2018 5:37 AM

 PFJN, thank you for following!

In this post I will finish my model of the R-1820-52 “Cyclone”. (This is the continuation of the subproject that I started reporting in the previous post). Figure below shows the oil sump, used in this engine:

0092-01.jpg

Oil sump shape vary even within the same G100 family: I observed different proportions of the front “barrel” and its forward pipe in the early and the later of these “Cyclone” models. This particular oil sump (Figure “a”, above) was used in the later G100s engines, like the R-1820-52. Apart from the forward pipe, it was also attached to the front crankcase via a “chin” (Figure “c”, above).

To avoid eventual confusion, I would like to clarify the multiple naming conventions of the same engine: In the further text I will also use the internal Wright name for this “Cyclone” family: R-1820G100, or simply “G100”. The R-1820-52 engine is one of its members. (A month ago I finished a model of one of the later “Cyclone” versions: R-1820-60, which represents another, the “G200” family). I explained details of these nomenclature in this post.

While I have a few photos of the forward part of the oil sump, I have not any evidence of the shape of its rear part. (Because of the different shape of the intake pipes, I do not think that it forms the “Y-shaped” fork, like in the G200 series). All what I had found is a single, poor quality photo of the damaged engine recovered from Lake Michigan (Figure “a”, below):

0092-02.jpg

There is “something” at the bottom of this crankcase: it has a trapezoidal shape and (probably) two inner (oil?) ducts inside. I decided that this is the rear base of the oil sump (Figure “b”, above). It is quite thin (no more than 1 in), fitted between the crankcase main section (cylinder bases) and the intake pipe (Figure “c”, above).

As you can see, I have made lot of various assumptions about the rear part of this oil sump. Well, in every model you can always find some elements that have such a “hypothetical shape”. However, this is the last resort, when all my photo queries brought nothing.

As I described in the post about “Cyclone” versions, the R-1820G100 and R-1820G series used the same deflectors. Thus I recreated the upper deflector (the “rectangular” version) using photos of a restored R-1820G engine, from the F3F-2:

0092-03.jpg

I recreated the sheet metal frame and the flexible (rubber?) tip (Figure “a”, “c”, above). The photos from the recovered SBD-1 show, that there were some variations in the shape of the deflector rear part, around the spark plug. In the R-1820-32 from the SBD-1 I can see a kind of additional cut-out for the ignition cable, which is missing in this F3F-2. (F3F-2 had a different ignition harness – compare the deflectors in Figure “b” and “d”, above).

The top cylinder in the SBD-2…-4 had the elastic tip removed. (Because of the fitting the engine to the “Duntless” NACA cowling – I will show it later n this post). Thus I defined this deflector as another group instance, named F.G11.Deflector. (In the R-1820-60 model the top deflector is the part of the cylinder group).

In similar way I modeled the side deflector:

0092-04.jpg

This deflector also has a flexible tip. As you can see, I skipped here some details (Figure “a”, above) that do not appear on every object instance. Note the characteristic “bat-like” fitting in the front of this deflector (Figure “b”, above). (The R-1820-60 deflectors had different fittings).

The last remaining details are the spark plug harness and the oil scavenge pipe:

0092-05.jpg

As in the previous case, I am leaving the invisible, rear part of this engine in the simplified, “block” form.

Finally, I imported the NACA cowling from the main model and placed the engine inside. Fortunately, it fits very well:

0092-06.jpg

In the R-1820-52 (and -32 in the SBD-2) the deflector on the cylinder 1 top was mounted without the flexible tip, to fit below the air intake duct of the upper cowling (Figure “b”, above). Both of the cylinder 1 side deflectors also had their flexible tips removed, to fit below the gun troughs.

In the R-1820-60 and -66 (used in the SBD-5 and 6) the cylinder 1 featured the full top deflector. (It was possible, because, as I explained in this post, SBD-5 and -6 had two filtered air intakes, used for takeoffs. For the higher airspeeds there was enough “fresh” air for the air intake hidden behind the cylinder row). The R-1820-60 had different fittings on the cylinder 1 side deflectors that fit the gun troughs (Figure “c”, above).

The R-1820-52 is now complete, for the assumed level of details. You can download the model presented in this post from this source *.blend file. I think that it can be also useful for the models of the other aircraft that featured the geared R-1820G or R-1820G100 engines. (Like Brewster “Buffalo”, DC-2 and some versions of the DC-3, or Curtiss “Hawk” 75). The exhaust stacks are not included, because this is an aircraft-specific detail (as the eventual air intake filters in the SBD-5 and SBD-6). I will recreate these details in the next post, for both of my ‘Cyclone” models.

  • Member since
    January 2015
Posted by PFJN on Wednesday, September 5, 2018 1:50 PM

Hi,

I can't remeber if you may have already answered this question, but are you planing to put all this into a book or anything.  There is so much useful info here not just on the SBD but also on detailing a Wright Cyclone that I'd really like to buy a copy of anything that you publish for future reference.

Can't wait to see more.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, September 7, 2018 2:55 AM

Pat, I am really happy that you have found these articles useful!

Unfortunately, there is no "hardcopy". (Without the elaborate attempt to the page formatting, it would be a quite thick book - over 500 pages, at this moment. The version formatted "for printing" would have about 400-450 pages).

These posts are also available in a more "structured" form of this wordpress blog.

In fact, I treat this blog as an "live" appendix to the my e-book guide, which describes all this workflow to the smallest detail. (This guide describes creation of another aircraft model: the P-40B).

  • Member since
    January 2015
Posted by PFJN on Friday, September 7, 2018 9:31 AM

Cool, thanks

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, October 27, 2018 1:05 PM

In my previous post I have finished the second variant of the R-1820-52 “Cyclone” engine, which was used in the SBD-3 and -4. (It looks like the earlier R-1820-32 model, mounted in the SBD-1 and -2). In the resulting Blender file linked at the end of that post you will find two “Cyclone” versions: the R-1820-52 (for the earlier SBD versions, up to SBD-4) and the R-1820-60 (for the SBD-5 and -6). Each of these engines has its own “scene”.

To “mount” these engines into my SBD models, I imported both scenes to the main Blender file. I defined each engine variant as a group, to facilitate placing them in the aircraft models as the group instances. I also added the firewall bulkhead and updated the shape of the cowling behind the cylinder row. (I will refer to this piece as the “inner cowling”). So far I did not especially care for the shape of its central part, hidden below the NACA ring. Now I updated it for the real size and shape of the engine mounting ring (as in figure "a", below):



On the photos I noticed a kind of bulges, extruding from the both sides of the inner cowling (figure "b", above). I assumed that they are shaped around small triangle plates welded on the sides of the mounting ring. (I have no photo to proof this assumption). Anyway, I modified the shape of the inner cowling in the SBD-5 to match this feature. I assumed that the inner cowling in the earlier SBD versions (SBD-4, SBD-3,…) also had such “bulges”.

In Figure "b", above, you can see three openings for the intake air in the SBD-5 and SBD-6: a rectangular one in the middle and two round holes on the sides. These side openings are for the air filters, intended mainly for the takeoff and landing:



The idea is that the during the dusty conditions on the airfield the direct intake door (1) is closed, while the doors for the filtered air: (2) and (3) are open. When the aircraft climbs higher, its pilot flips positions of these doors, closing the filtered air input (2), (3) and opening the direct input (1).

There was no such a thing in the earlier SBD versions. It seems that the alternate filtered air input was introduced to many US aircraft in the same time: between 1942 and 1943. (You can also see the filter intakes in the P-40 starting from the M version, and in the P-51, starting from the B version). Maybe it was a general suggestion from the Army, after several months of the airfield war experience?

 I added these two filters and their intakes to the R-1820-60 engine:




As you can see, these intakes are tightly fitted between cylinders 2-3 and 8-9 (Figure "a", above), so they have a quite complex shape (Figure "b", above). I do not have a photo for such an obscure detail, but the location of the filter determines, that the mixture intake pipes of Cylinder 3 and Cylinder 9 went through the corresponding intake body. (In principle, it is technically possible). I did not make holes in the deflectors between cylinders 2-3 and 8-9. (They would not be visible anyway, because both elements: the deflector and the intake are covered with black enamel).

The next aircraft-specific element is the exhaust collector. In the SBD-4 and earlier versions its outer contour had a circular shape (Figure "a", below). However, in the SBD-5 (and -6) it went around the air filters, so it had a slightly different shape around this area (Figure "b", below):



I built these collectors from simple tubular segments. Each of these segments is first tapered by the Simple Deform modifier (1), then bent along its shaping curve by the Curve modifier (2):



The offset of the original tube object from the curve object determines the origin of the resulting shape on the curve. Small gaps between subsequent tubular segments are hidden under the joining rings (as in the real collector). 95% of this collector is closed inside the NACA ring, so I decided to not recreate the fillets along the edges of the individual outlet pipes. (Joining all these tubular meshes would be a time-consuming task).

I used some photos to compare proportions of the exhaust collector, circular reinforcement and the cross section behind the NACA cowling in the SBD-3. The findings led me to the conclusion that I should modify the bottom part of the engine cowling:



Many months ago I found that the cross-section of the lower inner cowling in the SBD-5/SBD-6 had a non-elliptic shape (shown in Figure "b", below). I also assumed, that such a cross-section also occurs in the earlier SBD versions. Now I can see that I was wrong: the photo above shows that in the SBD-1.. SBD-4 it was a regular ellipse (as in Figure "a", below):



It seems now that Douglas designers modified a little the bottom part of the engine cowling in the SBD-5, shaping its circular “chin” (Figure "b", above). Maybe they did it because of the larger oil cooler used in this version? (It was required by the more powerful engine). If in the SBD-5 they shifted whole engine 3.5” forward, such an additional modification is also possible. (There was no any bulkhead at this station, and this cowling piece was already shaped anew).

To determine the exact location of the engine along the fuselage centerline, I used the high-resolution reference photo of the SBD-5 (Figure "a", below):



I shifted the engine along the fuselage centerline, until its crankcase matched the crankcase visible on the photo. Then I measured the f distance (Figure "a", abve) and applied it to the SBD-3 and SBD-1 models. (In the SBD-5 the engine together with the NACA cowling was shifted forward, thus in the SBD-1 and SBD-3 I could not simply apply the absolute location of the engine origin).

Finally, I applied the materials to the engine models, copied the environments from the SBDs to the R-1820-52 and R-1820-60 scenes, and made test renders:



On these renders I placed the engines “in the middle of the air” just to be able to evaluate all their materials in the full light conditions. Due to relatively small size of most of the engine elements, I used here only the procedural textures. I did not apply to this engine models any oils stains or other dirt. The historical photos show that the blue enamel on the crankcase was kept surprisingly clear, even in the worn-out aircraft. The other parts of the engine are obscured under the NACA cowling, so there is no need for additional “dirt” textures. You can see it in the test render of the R-1820-60 “Cyclone” inside the SBD-5 NACA cowling:



You can download the model presented in this post from this source *.blend file.

In the next two posts I will work on the details of the cowling behind the cylinder row.

  • Member since
    January 2015
Posted by PFJN on Saturday, October 27, 2018 7:23 PM

Hi,

Thanks for the new post.  I continue to learn alot from them, not only about 3D modeling, but also alot of details about planes and how they were put together. Big Smile

PF

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, November 10, 2018 10:45 AM

PFJN - thank you for following!
__________________________

This time just about some minor details:

After “mounting” the R-1820 engines into my SBD models, I decided to recreate some details of the inner cowling (the cowling panels placed behind the cylinder row). In this post I will form the missing parts of the carburetor air ducts, hidden under the NACA ring. There are significant differences in this area between various SBD versions, which never appeared in any scale plans, or in any popular monograph of this aircraft. I think that the pictures presented below highlight these differences. They can be useful for all those scale modelers who are going to build the SBD “Dauntless” models with the engine cowlings opened. (Sometimes you can encounter such advanced pieces of work on the various scale model contests).

Let’s start with the SBD-5s (and -6s), which are better documented (because they were produced in much larger quantities). They had a dual intake system, of the filtered/non-filtered air, which I discussed it in the previous post. I already recreated the two intakes of the filtered air, placed between the engine cylinders. Now I have to create the central, direct air duct and its opening at the top of the internal cowling.

Figure below shows the initial state of my SBD-5 model:

0094-01.jpg

As you can see in Figure "b" and "c" above, initially the carburetor protruded from the simplified shape of the internal cowling. On this stage of work I was sure that the engine is at the proper location (I matched it against the reference photo in the previous post). Thus, I concluded that the shape of the internal cowling requires an update. To determine its real form, I reviewed the available photos. Unfortunately, I have only few pictures of this obscured area:

0094-02.jpg

Figure "a" above shows an archival photo, taken at the Douglas factory. I can see there that edges of the cowling around the central air intake are shifted forward. Unfortunately, the closing, top element of this cowling is not attached here. I can see it in Figure "b", above, taken from the front (which makes it less usable). On this picture I noted that the edges of the air intake are elevated above the cowling (by less than inch). It was confirmed by the pictures of the restored SBD-5 from the Pacific Aviation Museum Pearl Harbor (Figure "c", "d", below):

0094-03.jpg

In Figure "c" above you can see the side contour of the inner cowling. I can see that the central area is shifted forward (marked in blue in Figure "b", above), and side segments around air filters are shifted back (marked in brown in Figure "b", above).

Figure "a" below shows these faces on the updated mesh of the inner cowling:

0094-04.jpg

You can also see there the top of the air duct (this is a separate object). Figure "b", above, shows its simple, “box-like” mesh. When both elements were in place, I used a Boolean modifier to cut out the central opening in the cowling (Figure "c", above).

Let’s look at the corresponding area in the earlier SBD versions. Figure below shows the rear side of the SBD-3 engine cowling:

0094-05.jpg

This case is quite different. It seems that the upper part of the inner cowling in the SBD-3 forms a “box” around the carburetor air duct. It was quite difficult to find any photo of this area taken from above (you know, in 99% cases the photographer stays below, on the ground). All what I have are the photos of the SBD-3 wreck, salvaged from Lake Michigan:

0094-06.jpg

I learned from them that this “niche” had flanges around its edges, and the air duct stood inside it like a “statue”. (There was a lot of space around this duct). The designers even formed a kind of “pedestal” at the base of this “niche” (I marked it on the right photo).

Using all this information, I reproduced this “box”/“niche” in my SBD-3 model:

0094-07.jpg

I started with a simple box, then I fitted it into the elliptical contour of the inner cowling. Finally I joined these two meshes, and rounded their edges using the Bevel (Weight) modifier. I also extruded the flange around its rear edge.

I also tried to determine the shape of the air duct. In this case the only available references were the photos of the SBD wrecks:

0094-08.jpg

It seems that this part of the air duct had a “jug-like” shape. Its upper edges fitted the horizontal air duct mounted in the NACA cowling. (That’s why the forward edge of this intake is lowered a little – just as the bottom of the air duct in the NACA ring).

Figure below shows my attempt to recreate this part in the SBD-3 model:

0094-09.jpg

I had some doubts about the forward edge of the upper cowling that overlaps the flange behind the air intake. Finally, I wrapped it around the topmost edge of the “niche” (see Figure "b", above). I also improved the shape of the “pedestal” in the inner cowling. (It covers the front section of the carburetor – see Figure "a", above). I assumed that the air intake looked like that in the SBD-2, -3 and -4, because they share the same air duct design.

I have not any reference materials about the internal air duct in the SBD-1. I assumed identical shape of the inner cowling as in the SBD-2, -3, and -4. Figure below shows other assumptions:

0094-10.jpg

I assumed that the general shape of the internal, vertical air duct segment was as in the later versions. The only difference are the simpler upper edges, fitting the opening in the NACA cowling. (There was no “lower” part of the external air duct under the NACA cowling, which you can see in the SBD-2, -3 and -4).

In the next post I will add the last details to the inner cowling, finishing my work on the engine compartment.

You can download the model presented in this post from this source *.blend file. To reduce its size, it is stripped from the texture images. (During the last year the size of this source file has significantly increased, reaching 40 MB in the compressed form. More than 35MB of this amount is used by the texture images. Thus, I will preserve the texture images in the source file only when they are relevant to the topic of the post)

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, December 29, 2018 12:41 PM

This winter I am busy with my daily business project, so you will see the further progress in this model in the spring 2019. However, I have just found a little unpublished tutorial that I made in November, so I decided to publish during this break:
_____________________________________________
This post is dedicated to a minor feature, which I have found surprisingly demanding: modeling the grooves pressed in the curved surfaces of the aircraft panels. In the SBD you can see some of such reinforcements on the inner cowling, behind the cylinder row:



They are 0.7-1.0” wide (Figure "a", above) and span over the inner cowling along its radial directions (Figure "b", "c", above). In the SBD-5 and -6 these reinforcing grooves occur only on the lower part of the cowling (Figure "b", above), while in the earlier versions (SBD-1, -2, -3, and -4) they are also present on the upper part (Figure "c", above).

Even when the flaps on the NACA cowling are closed, you can still see rounded endings of these grooves around the cowling rear edge:



In the earlier versions (SBD-1..SBD-4) they appear on the narrow strip behind the NACA cowling (Figure "a", above). You can see more of the upper grooves when the NACA cowling flaps are set wide open. In the SBD-5 and -6 the engine and the NACA cowling were shifted forward by 3.5”, and the gap between the NACA ring and the inner cowling is wider. Thus, in these versions you can see even longer fragments of the grooves behind the NACA cowling (Figure "b", above).

Such grooves appear on many sheet metal elements, so I decided to write this post as a small tutorial that teaches how to recreate these elements. Thus, do not be surprised when I list the detailed Blender commands in the text below.

Usually I would recreate such a feature using bump map. However, this is a special case: it may happen that in the future I will also recreate most of the inner details inside this NACA cowling (for a cutaway picture). This means that in the future I will have to render some close pictures of this area. That’s why I decided to model these groves in the mesh geometry. (It seemed that this addition did not require any substantial retopology, due to the radial direction of these groves. Their layout matched the general “spider web” mesh layout of this inner cowling).

There are two methods to reshape the mesh in Blender:

  • Classic, manual modification of the faces, edges and vertices;
  • Displace modifier, which uses a texture image (a kind of bump map) to shift (displace) the mesh faces along their normal directions;


The Displace modifier is a great tool for the cloth wrinkles and similar effects. However, for the relatively sharp edges as in these grooves, it would require an extremely dense mesh (subdivided 4 or 5 times). Because the Displace modifier required significant increase of the polygon count in my model, I decided to recreate this feature using the basic modeling techniques.

Figure below shows the initial stage of this work. For each groove I created an auxiliary “plate” (Figure "a", below) and adjusted their thickness and locations to the reference photo (Figure "b", below):



Each of these plates is a simple, four-vertex plane. Its thickness is created by the Solidify modifier, and the rounded edges – by a multi-segment Bevel modifier. As you can see in Figure "b", above, I set their locations and rotations, so each of their cross-sections with the cowling fits the edge of a groove visible on the reference photo. It occurs that the distances between the grooves are not uniform – as you can see, comparing the distances (1) and (2) in Figure "b", above. (Note that there is a panel seam within range (2) – I think that this is the reason of this additional “spacing”).

I also thought about the mesh topology. In the optimal case:

  1. each plate should cross only the perpendicular edges of the cowling panel. Eventual single radial edge along the middle of the plate is also acceptable;
  2. there should be at least single “radial” edge on the cowling panel between two subsequent plates;


To fulfill requirement 2, I had to make the initial mesh of the cowling panel denser (subdividing each face once, by applying the Subdivision Surface modifier). You can see the resulting mesh in Figure "a", above. I also marked there the potential “trouble area”, where the plate is crossed by the skew edges. It is always better to know such a thing in advance.

(Before applying the Subdivision Surface modifier, I also had to apply the original Bevel modifier, which rounded the gun throughs edges. Thus, at this moment this cowling object has just a Mirror modifier in its modifier stack).

In the next step I modified the cowling mesh, creating some space for the grooves:



I redirected the edges in the “trouble area” marked on the picture. I also rotated by a fraction of degree many of the other radial edges, so that they go straight in the middle of the plate, or run along its side, far enough for the rounded edges of the groove. It is hard to notice these results at first glance, but this is the key work which determines the quality of the final effect.

Once the mesh of the cowling was updated, I removed from the plates their Bevel modifiers and applied the Solid modifiers, converting their meshes to “boxes” of fixed width (0.7”). (The only purpose of the Bevel modifiers was to round the plate edges for comparison with the grooves on the reference photo).

Before I started “chiseling the grooves”, I added to this cowling panel a new Bevel (weight) modifier, and a Subdivision Surface (1) modifier. Figure below shows the current state of the modifier stack of this model part:



These two new modifiers will round the edges of the grooves. The size of the Bevel (0.2”) is appropriate for the width of these grooves (0.7”). Of course, in your case you have scale these dimensions proportionally for your groove width.

To cut out a groove contour, I joined (Object:Join, or [Ctrl]-[J]) the plate object with the cowling, and selected all of its six faces (Figure "a", below):



Then I invoked the Mesh:Faces:Intersect (Knife) command, obtaining the initial edges of the groove (Figure "b", above). The Intersect (Knife) command produces some overlapping vertices, which I quickly fixed, selecting all of them and invoking the Mesh:Vertices:Remove Doubles command. I also removed the “cutting box” (I do not need it anymore). In the last step I adjusted the ends of this “strip”. I created four additional vertices (two of them at each end), to add four additional edges (Figure "c", above). (I created these new vertices by selecting the corresponding edges and invoking the Mesh:Edge:Subdivide command). Finally I shifted the corner vertices of this strip inside, using Mesh:Vertices:Slide command ([Shift]-[V]).

Then I use the Mesh:Transform:Shrink/Fatten command ([Alt]-Sleep) to move the central vertices of this groove down, each along its original normal direction:



This groove has width of 0.7”, so I shifted its vertices downward by 0.4” (I found this proportion optimal). Then I assigned the Bevel weights to round the edges of this groove. I set the weight = 1.0 to the central edge, and weight = 0.5 to the side edges (Figure "a", below):



Figure "b", above, shows the resulting surface.

I repeated this sequence of operations for each groove. When the intersection produced a contour without the central edge, I used the Mesh:Edges:Subdivide command to create a new one:



Figure below shows the finished grooves on the SBD-5 and SBD-3 cowlings:



(The SBD-1 uses the same inner cowling as the SBD-3).

After this work, I had to refresh the UV maps of the modified elements. Figure below shows my test render of the SBD-5 cowling:



As you can see, I removed the NACA cowling from this model, so that you can evaluate the ultimate result of my work.

Conclusion: as long as you can, use bump maps to recreate such grooves. Recreating this feature by pure modeling requires much more work (by an order of magnitude).

You can download the model presented in this post from this source *.blend file. To reduce its size, it is stripped from the texture images.

  • Member since
    January 2015
Posted by PFJN on Saturday, December 29, 2018 7:39 PM

Hi,

Thanks for posting the tutorial.  I'll stand by til later this year to see how things turn out.  

Hope you have a Happy New Years.

PF

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, April 27, 2019 4:05 PM

Thank you, PFJN, for following!

I will be back at this SBD in May.

Just a small off-topic note: this winter I was busy with my daily business and took a break from the SBD model. However, in February and March I spent few Sundays helping in another project: recreating the Fokker D.V biplane, used in 1917 as an “advanced trainer” by German Air Corps:



My part was recreating the geometry of this aircraft, especially its fuselage frame made of steel tubes. All what we had was a dozen of various archival photos, a poor general drawing, and the landing gear dimensions. In this case I had to turn the available photos into the precise reference, as I did for the SBD, then use them to determine the required geometry details:



Doing it, I also made a "discovery" about wing geometry of this airplane. See details in this post.

  • Member since
    January 2015
Posted by PFJN on Monday, April 29, 2019 3:33 PM

Hi,

That's an interesting plane too.  Thanks for sharing the details of how you go about making these 3D models

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, August 4, 2019 11:35 AM

Important update about this SBD project: thanks to C West help, I identified a microfilm roll set of the original Douglas documentation for the SBD/A-24. In June I ordered its copy from NASM and now I am waiting for these materials. When I got them, they will be scanned by a local service company which scans various museum archives. This is not cheap, because the only possibility is to scan all microfilm frames (and pay for each frame, of course - I estimate that this set of seven microfilm rolls contain about 5500-6000 frames). Then I will organize these scans for quick use as the reference materials.

In the meantime, I am going to update my P-40 model, also using original blueprints. I already bought their scans. See another thread in this formu about my experiences on this subject.

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, November 11, 2019 7:37 AM

Finally (after 5 months) I received the Douglas SBD microfilms from NSAM (7 rolls).
I have already contacted a local service provider, who scans microfilms for museums. They promised me to scan them in the beginning of December.
(I have no any microfilm viewer, and do not want to spoil these films in a slide projector. At this moment I just checked that the title page of these microfilms says that this is the Douglas SBD/ A-24, and that it contains blueprint pictures).
I will keep you informed on the progress.

  • Member since
    January 2015
Posted by PFJN on Monday, November 11, 2019 11:38 AM

Cool,

I'm looking forward to seeing more of your work.

Pat

1st Group BuildSP

  • Member since
    July 2014
  • From: Philadelphia Pa
Posted by Nino on Thursday, November 21, 2019 4:26 PM

Witold Jaworski

Finally (after 5 months) I received the Douglas SBD microfilms from NSAM (7 rolls).
...
I will keep you informed on the progress.

  I have been following along for the last year and a half.  I wish I could post something of a helpful nature other than saying what a fantastic effort you are making and doing such excellent work, well beyond anything I could have imagined.

  Thanks for bringing us along on your  Dauntless project,

       Nino

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, March 27, 2020 5:16 AM

Nino - thank you for following!

Below more on the original SBD blueprints:

__________________________________

In June 2019 I followed C. West suggestion and ordered a set of Douglas SBD original technical documentation from U.S. National Air and Space Museum. Technically these blueprints are stored on several microfilm rolls. In that time all what I knew about this package (NASM id: “Mcfilm-000000408”) was the information printed on the order form:



As you can see, this set has no index, which I could order earlier to examine its contents. When I finally received these microfilms in November 2019, I also discovered the meaning of enigmatic “(roll C” in the item description: it was truncated phrase “(roll C missing)”!

Well, this set was incomplete, but anyway I ordered its high-resolution scans from a local company that provides professional microfilm scanning services to museums. In January I received these data (4700 high-res, grayscale images in LZW-packed TIFF format – in total, about 300 GB). Finally I was able to scroll these blueprints. Frankly speaking, I was afraid that the most important drawings were lost with the missing roll C. Fortunately, during the initial review I noticed many detailed assembly blueprints among the scanned images. I even found a complete inboard profile of the SBD-5:



Here you can download the high-resolution version of this inboard profile (about 70MB).

The scanning company (Digital-Center, located near Poznan) did its job well, adapting the scanner resolution to the size of the depicted drawings. Scans of frames that contain large assemblies are usually 11 296 px wide and 7 874px high, which ensures that even the smallest references are readable. For example – see these four subsequent frames of the fuselage assembly drawing: 1, 2, 3, 4 (beware: size of each of these linked images is about 70MB).

There are even larger images in this result set: the biggest one is about 20 000px wide. The smaller drawings of various details are scanned at 7 672x5 682px.

Conclusions from the first review of this microfilm set are as follows:

  • Roll A: blueprints of various small elements. Many of them (various angles, straps, bolts, pins, etc.) are standard Douglas parts, shared between many aircraft types. (As the angle from Figure 107‑5 – it was traced in 1936, before the SBD appeared on the designer desks);
  • Roll B: blueprints of various SBD details - special bolts, pins, screws, various brackets, supports, forged parts, some minor assemblies (for example – arresting hook);
  • Roll C: missing
  • Roll D: assembly drawings
  • Roll E: more detailed assemblies, some larger details
  • Roll F: remaining elements (this is the shortest roll)
  • Roll XA, XB: updated drawings, published a few months later. Most of the drawings are duplicates of those depicted in rolls A-F, but can differ in minor details. However, some of these drawings are new – most probably they are updates of the drawings from the missing roll C;


These blueprints describe SBD-4 and SBD-5 (which is OK – the SBD-4 is similar to SBD-3, and SBD-2, while SBD-5 is nearly identical to SBD-6). It seems that rolls A-F were made from September to October 1943, while their updates – rolls XA, XB – in January 1944. Because of the missing roll C, this documentation is not complete. In general I could not find the fuselage ordinates (I only found the wing ordinates). My first impression is that the missing roll C contains most drawings of wing ribs and at least half of the fuselage bulkheads. Fortunately, there are drawings of the tail bulkheads and the firewall on the other rolls.

For my project I need to organize these blueprints into a tree-like structure, with the largest assemblies in the root (as described in this post). However, after this initial review I could not determine the rules of the drawing numbering system used by Douglas. (I wanted to use them for quick grouping all parts belonging to the same subassembly). It could happen that in this Douglas factory the drawing numbers were assigned sequentially, just as the subsequent blueprints were ordered! It also seems that some of these drawings use original Northrop numbers, dating from the SBD predecessor: the BT-1 dive bomber.

To organize this documentation I have to start from the general assembly drawing and then step down to its subassemblies. For this purpose I need an index of these blueprints. Recreating such a thing is a monotonous task that will take some time, but I cannot see better option to fully explore contents of these microfilms. What’s more, I think that once such a list is created, it can be also useful for the others. While NASM forbids publishing technical drawings from their microfilms by any means (except so-called “fair use”, which I am stretching a little in this article), I still can publish such an index. Of course, I will also donate its copy to NASM. I hope that in this way the eventual future buyers of these SBD/A-24 microfilms will benefit from my work.

First obstacle in creating such a drawing list is quite unusual: while most manufactures traced the digits of drawing numbers in ink, as the all remaining drawing lines, Douglas stamped them in the title block. The ink often spilled over the edges of the stamped digits, and now it is hard to read them from the microfilms photos. For example – look at the title block of this sample drawing:



When I altered the gray shades of this drawing, I was able to identify the first four digits (5063):



Fortunately, after this adjustment I discovered that they also stamped (most probably) the same number on the right margin. So here it is: 5063493. (You can also find a mirror image of this number on the right below: most probably it was stamped on the other side of this drawing). Of course, sometimes even these additional stamps on the margins are hardly readable: I frequently wondered whether a particular “splash” in place of a digit represents “4” or “1”. In other cases it was difficult to tell if there is a “3” or “8”, or “5”, or even “0”. Some help came from the observation that the numbers of these microfilm drawings are always in ascending sequence. Thus, if the unreadable digit in the drawing number “519456x” can be “3”, “5”, or “8”, but the previous drawing is “5194560”, and the next drawing is “5194565”, then this last digit must be “3” (giving drawing no: “5194563”).

Still there are cases in which I was unable to decipher the drawing number even after adjusting the grayscale, and there was a wide gap between the previous and the next drawing number:



The standard parts, like the one depicted in figure above, often occur in several variants (you could cut the depicted standard angle in a variety of lengths). In such a cases Douglas placed in the drawing an example of the full part number:



The prefix of this part number is the drawing number!

In case of unreadable dedicated part/assembly drawing numbers, Ester A. from AirCorps Library suggested the “last resort”, indirect method. Usually the blueprint of a non-standard part contains a table named “NEXT ASSEMBLY” on the side of the main title block. It provides drawing numbers of the assemblies that use this part:



In the case from figure above this is a single assembly drawing: 3063922, which was used in the SBD-1, -2, and -3 models. Using this drawing number I found the corresponding blueprint:



Examining this assembly drawing, I found the sought detail and read its number. Of course, this method requires searchable list of the available drawing numbers, from which I would read that drawing 3063922 is in roll B, frame 1014. That’s why in the first step I needed to create the drawing index.

t took me about 100 hours of work, but here it is:

Click here to download the index (*.xlsx file, 303kB).

Frankly speaking, for my purposes I do not need the details from roll A, which took about 25% of the total work time. But I decided to index all the rolls, just to provide a complete list for eventual other users.

Below you can see how this list looks like:



For each microfilm frame I note in this table not only the drawing number, but also the name copied interim from the drawing title block. (I preserved in these texts original caps and the grammar errors – for example: “PILOTS CHAIR”). Eventual unreadable digits in drawing numbers are marked as “?”, and unreadable text fragments as “<…>”.

It seems that in Douglas numbering system drawing numbers of standard parts should have “S-“ prefixes. However, I found that these prefixes were often missing, or even manually written in drawings of certain parts that do not seem to be standard. Thus I decided to skip “S-“ prefixes in the numbers placed in this index, because they could be misleading and make the eventual searches more difficult. Instead I marked each drawing of a standard part in the Comments column, basing on the presence of the “STANDARD PART” statement in its title block.

When a single drawing spans over two or more subsequent microfilm frames, I described it in the index table in following way:



Each line in the table represents single microfilm frame, thus drawing 5196835 is described by two subsequent lines, which differ by the drawing frame number in the Partial frame column (1, 2). In the first of these lines I placed the roll id of this drawing (“E128”). I did this just in case, because I do not think that I will use these ids. I placed drawing description (title) in the line that corresponds to the frame containing its title block. In this way the table contents is more readable. (You can instantly recognize for each drawing where it starts and ends).

In this list you can use Excel filtering feature, searching for drawings that contain certain phrase. When you click the auto-filter button in the right corner of Description column, and search for “BONDING” phrase, you will get following result:



If you did this search because you wanted to find the drawing of the fuselage bonding, in the result set you will see the last line of drawing 5196835 (the one that contains the description from its title block). You can read the roll symbol and the frame number from Roll and Frame # columns (roll: E, frame: 193). From the Dwg frm column you will learn that this is frame 2/2, thus you will also know that previous frame (192) from roll E contains the first part of this drawing.

Finally, figure below shows one of the most complex examples of a multi-part assembly drawing:



A very long drawing 5094762 (E138) was originally traced in two parts (1/2, 2/2). Each of these parts spans over 3 frames and has its own title block, thus I placed their labels in the corresponding index lines. What’s more, this assembly is accompanied by additional BOM tables, depicted in the subsequent microfilm frames (6, 7, 8).

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, April 20, 2020 10:46 AM

In general, the set of 7 SBD/A-24 reels from NASM contains 3308 unique microfilm frames, belonging to 3022 drawings. On reels “XA” and “XB” you can usually find updated copies of the previous reels (“A”, “B”,.. “F”). However, 350 frames from “XA” and “XB” are unique – most probably this is a part of the missing roll “C”. Duplicates from these “X*” reels are also useful, when a drawing from one of the previous reels is unreadable.

I chose about 1000 frames (mostly assembly drawings) from this microfilm set, and organized them into a tree-like structure as in figure below:



To preserve disk space, I placed in these folders shortcuts to files located in the original directories (These original directories correspond to microfilm reels: “A”, “B”, …, “XB”). I practiced that when I click such a link, it opens the image in Photo Viewer, as if it was the original file.

I think that Douglas did not use any sophistical drawing numeration (at least in this project). The SBD/A-24 drawing numbers seem to be assigned as they were ordered: for example, drawing numbers of subsequent wing bulkheads belong to number series that begins with: 206*, 209*, 212*, 406*, 409*, without any visible order. Maybe this is due the fact that part of these drawings came directly from the Northrop Co, without any renumbering? (You can still find “Northrop Aviation Division” name in the title blocks of some standard parts from this microfilm set).

The documentation from NASM microfilm is missing many important details – I suppose that they were on the lost reel “C”. For example, figure below shows the identified and missing wing bulkheads:



Fortunately, reel “E” contains also wing geometry master diagram (ordinals), so I can use it for recreating shapes of these missing elements.

Fuselage structure also misses many bulkheads:



However, there is no master diagram for the fuselage. I will have to recreate its shape basing on the few reference dimensions placed in the identified assembly drawings. I have also found some contours of these missing bulkheads, drawn as additional information in various installation drawings. However, these blueprints are not as precise as you think – due to barrel distortions of the photo lens and draughtsman mistakes, I estimate their tolerance to 2-3% of the overall size. Unfortunately, there are no data about the wing fillet shape, especially its outer edge.

Several years ago I analyzed the SBD photos and concluded that SBD-5 (and -6) engines were mounted a few inches forward than in the previous Dauntless versions (SBD-1..-4). In this post I estimated this difference in length as 4 inches. Now I found the proof of this observation in the SBD-4 and SBD-5 engine mount dimensions (drawings 5055954 and 5159336):



The explicit dimension of SBD-4 engine mount (dwg no 5055954) specifies its length (distance from the firewall to the back faces of the engine mounting lugs) as 34.1875 (I switched original fractional dimensions to decimals). Similar dimension of the SBD-5 engine mount (dwg no 5159336) declares its length as 38.1875. Thus we have the 4” difference!

However, to determine the ultimate difference in the fuselage length (marked in the figure above with the question mark) I also have to determine the overall lengths of the elements in the front of the engine mount. Both versions (SBD-4 and SBD-5) used the same propeller (length: 21.75”). From the drawing of the SBD-5 NACA ring I can read the overall length of the entire engine cowling: 60.8125” (see figure above). Unfortunately, there is no such information in the SBD-4 drawings. I have to determine this dimension in an indirect way. Let’s try it. The blueprints show that the length of the NACA cowling was identical in all versions (31.5”), as well as the distance from the R-1820 cylinders plane to the front of the NACA ring (14.3125”). (The NACA ring was attached to the mounting points on the R-1820 cylinder heads. These points were placed on the engine cylinders plane). Thus the potential source of the eventual further fuselage length differences is the distance from the back faces of the engine mounting lugs to the cylinders plane. From the SBD-5 blueprint I can calculate that it was 8.3125”. This result is close to the dimension specified in the R-1820 installation drawing (8.24”):



However, this installation drawing describes the R-1820 G200 (also known as C9GC), which was used in the SBD-5 under military designation R-1820-60. (For more information on the Wright “Cyclone” engine variants see this post). The R-1820-52, used in the SBD-4 and earlier Dauntless versions, belonged to the earlier R-1820 G100 series (also known as C9GB). Crankcase of the G100 family significantly differs from the crankcase used in G200. This could also mean differences in the coaxial location of the engine mounting lugs.



The B dimension marked in this drawing is the piston bore. This is well-known parameter of this engine, specified in the manufacturer documentation as 6.125”. I can estimate the sought distance A by comparing it to known B. The A/B ratio that I measured in a high-resolution copy of this drawing is 1.286 (+/- 0.8%). This means that A = 7.875” (+/- 0.063”) – i.e. the same distance as in the R-1820 F. I assume this value for the R-1820-52as as the most probable distance from the mounting lugs to the cylinders plane.

Thus the overall difference in the SBD-5 and SBD-4 horizontal lengths comes from the difference in their engine mount lengths (4”) and the difference in the distance from the mounting lugs to the cylinders plane between the R-1820-60 and -52 engines (8.3125– 7.875) = 0.4375”. This result can be rounded to 4.44” (or expressed precisely as 4 and 7/16”). According Douglas general arrangement drawing, the overall length of the SBD-5 was 33’ 1/4” (396.25”). Thus the overall length of the SBD-4 could be 32’ 7 13/16” (391.81”).

What about the earlier Dauntless variants: SBD-1, -2 and -3s? The eventual difference in their lengths and the SBD-4 length comes from the different propellers. (They used “Hamilton Standard Constant Speed”, while the SBD-4 used newer “Hamilton Standard Hydromatic” propeller). In the NASM documentation I found a powerplant diagram (dwg no 5094793), which shows this older propeller variant and the contour of its spinner. Although the spinner shape a little bit different than in the archival photos, all other drawing elements seem quite precise. Using this picture I could make a more precise estimation of the few key dimensions:



In this blueprint (above) I identified vertical lines that mark the firewall and the engine mounting lugs planes, as well as the cylinders plane. I scaled the distance between firewall and engine mounting plane to the corresponding dimension (34.19”), then I read the B, C distances, and – just as additional check – the A distance. I received: B = 37.66”, C = 42.38”, A = 7.88” (which confirms the previous estimation: 7.875”). Thus the overall length of the SBD-1,-2, and -3 can be estimated as:

  1. when the spinner was mounted: 32’ 6.3” (+/- 0.3”);
  2. without the spinner (the case often observed in the archival photos): 32’ 1.5” (+/- 0.3”);

It is interesting that p. 2 agrees quite well with the SBD-1 and SBD-2 length (32’ 2”) listed in the BuAer performance data sheets from 30th November 1942 (an repeated in many other later publications).

The aircraft dimensions listed in these BuAer data sheets are rounded (up?) to full inches. For example: the wing span is listed as 41’ 7”, while the exact value in Douglas arrangement drawing is 41’ 6.25” (41’ 6 1/8”).

Similar (single) BuAer sheet from 6th August 1942 examined the SBD-3 and SBD-4. The horizontal length specified in this document (32’ 8”) agrees quite well with the length of the SBD-4. We can assume that in the sheet which examined both: the SBD-3 and SBD-4, BuAer engineers simply put the length of the latter (evidently they treated these two aircraft as a single variant).

Many publications cites SBD-3 length as 32’ 8”. This is wrong value, coming from overinterpretation of the BuAer data sheet from August 1942.
  • Member since
    March 2020
Posted by OzzyDog on Monday, April 20, 2020 1:06 PM
What an amazing coincidence! Just purchased the Hasegawa 1:48 SBD-3 as my next build. This thread could not have popped-up at a more opportune time. I have only glanced over the first page before jumping to the last, but I am certain that this will be an invaluable source of information. Considering my meager skills, I'm probably not worthy of such painstakingly detailed information. But thank you for pulling this together. John
  • Member since
    January 2015
Posted by PFJN on Monday, April 20, 2020 8:12 PM

Wow,

The level of detail that you have gone to in collecting and using all these drawings is amazing.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, May 16, 2020 12:52 PM

Pat, OzzyDog - thank you for watching this thread!

____________________________________________________

Actually I am preparing data from the original Douglas blueprints to verify my model. For the beginning I chosen the wing. This is a well-documented assembly, because I found a master diagram in the NASM microfilm that describes SBD wing geometry (ordinals). Below you can see the first sheet of this diagram (dwg no 5090185):



Here you can download its high-resolution version (5MB). As you can see, it contains the ordinal tables of the wing bulkheads (ribs) and webs (spars). In the sketch on its right side Douglas engineers depicted various other dimensions of the wing center section. In the picture above I marked in red its key wing stations. Their names correspond to spanwise distance in inches from the aircraft centerline: “STA 10” is 10” from the centerline, while “STA 66” is 66” from the centerline.

Another part of this diagram contains a sketch of the larger, outboard wing section:



Here you can download its high-resolution version (7MB).

Wing station names of the outboard section starts with “STA 66” and continue to the tip, which is named “STA 251.06”. This distance – 251.06” – is measured spanwise, along the reference planes of the outboard and center wing sections.

The first thing that I noticed comparing these blueprints to my model, are the different reference planes:



For my model I chosen the airfoil chord as the reference plane, with the origin point at the tip of the airfoil nose. (Airfoil coordinates are specified in such a reference system). The SBD wing was inclined at 2.5°, thus I rotated my wing object by the corresponding angle. However, from the photos I learned that SBD webs (spar) planes were vertical, so I adjusted their directions in my model. (If they were also inclined at 2.5°, connecting webs to the fuselage bulkheads would be much more complex, i.e. heavyweight).

In the original Douglas diagram shown above you can see that its engineers took different approach: they used re-calculated airfoil ordinals for given inclination angle. In this way their reference plane crosses the wing trailing edge and remains parallel to the fuselage centerline and perpendicular to the web planes. It seems that it was a standard approach in that era: I have found similar solution in the original Curtiss P-40 blueprints.

Building my model, I used simplified stations diagram from the SBD Maintenance Manual. From that diagram I knew that the wing tip station was at 251.06”. I also correctly assumed that the station distances are measured along the corresponding reference planes of the center and outboard wing sections.

In principle I was right, but I assumed wrong reference plane for the outboard wing! Below you can see the plane that I assumed for my model, and the real reference plane from the Douglas master diagram:



Usually designers choose reference planes along an easily distinguishable element, which you can use as the base for physical measurements. Their choice is extremely important for the technology used in the manufacturing (i.e. ultimate product cost), because these reference bases are reflected in the tooling geometry. In the case of the aircraft wing the most obvious candidate for such a base is the trailing edge. However, in this wing Douglas engineers chose a strange reference plane, which fits to nothing! Look at the fragment of Douglas master diagram above: every spanwise line of the wing is oblique: trailing edge, leading edge, upper wing contour (1° downward), lower wing contour… It does not even fit any spanwise contours of its webs (all of them are trapezoids). There was no chance to discover such a thing without this master diagram blueprint!

However, I knew that there is something wrong with the geometry of my wing. To obtain the dihedral angle specified in the SBD Maintenance Manual (in the front view: 7.5° along the wing upper contour) in my model I had to raise the outer wing section by 10.2°. For such an angle, I obtained wing span of 496.4”, which is 1.73” short of the documented value. I checked again station locations, to make sure that I did not made an error. I found nothing wrong, thus all what I could do was just to compensate this difference by additional 0.86” offset to each wing. (In picture above I marked it at station 66). Now it is clear, that this difference was caused by the wrong choice of the reference plane. In the master diagram this wing is already “pre-rotated”, and you have to raise it by only 8.5° to obtain the proper dihedral angle.

I also made another error. Building the wing model I assumed that declared, 15% thick airfoil NACA2415 at station 66 (joint of the center and outboard wing section) was perpendicular to the reference plane of the outboard wing (i.e. to the wing airfoils chords plane – see figure above). In the effect, I obtained the oblique rib (10.2°), adjacent to the wing center section, as 15.24% thick. Now from the STA 66 ordinals of I learned that they used the 15% NACA2415 for the oblique rib, thus the real wing was somewhat thinner than in my model.

I recreated the ordinals from the master diagram as polygons in 3D space of my model. These are all five webs and some key ribs. You can see their arrangement in figure below:



In the picture above the ribs seem to be smooth, but look at the enlarged nose of STA 138: their vertices (ordinals) are connected with straight edges.

Note also see fragments of the master diagram image placed on the reference plane. To easily place rib polygons at their stations, I used single reference plane for both wing sections (i.e. the outer wing has no 8.5° dihedral). Thus at this moment the outer section is minimally raised above the reference plane, as it was according the ordinals. You can see this arrangement better in the picture below, taken from another viewpoint:



For the outer wing section I also recreated the ordinals of theoretical (i.e. in this arrangement - vertical) STA 66 contour. However, this is just a wire (a “theoretical entity”) – because the real rib at outer STA 66 was oblique.

Figure below shows the wing tip contour geometry specified in the master diagram:



The rear part of this contour (from point A to B) is shaped by an arc, which radius is 33.62”. The forward part (from B to C) is a free-form curve, described by a few key points, dimensioned in this drawing.

In this drawing you can see an auxiliary reference base, placed at 38.705” from the basic reference plane (located at STA 66 nose tip). This additional reference was introduced to facilitate dimensioning various wing tip details. The master diagram describes this line as “common percent line”, perpendicular to aircraft centerline. In trapezoidal part of the wing it connects points located at 33% of their airfoil chord lengths.

For initial verification of wing tip contour, I also placed over this fragment the assembly drawing of the wing tip. You can see the result below (lines from the master diagram are blue, from the assembly drawing – black):



In general, both contours match each other, within the tolerance of the manual sketching and eventual later deformations caused by microfilm camera lenses. However, the shape of aileron cutout significantly differs between these two drawings. What is interesting, photos of the restored SBDs confirm the variant depicted in the assembly drawing.

The width and height of the basic grid “square”, visible in this and further pictures in this post, correspond to 1 in.

In this assembly drawing I also identified additional rib (bulkhead) at STA 229.45. It did not occur on the stations diagram. However, the SBD wing tips were demountable, so its presence just at the joint seam is quite obvious. (The rib at STA 228 was its counterpart from the other side of this seam).

I placed on this drawing the free-form curve key points, following the explicit dimensions specified in the master diagram, and connected them with a curve. I was surprised, discovering that the central part of this contour does not fit both drawings:



The difference between these contours is quite significant and reaches about 0.4” near the auxiliary reference plane. All what I could do in such a case was checking this detail in the available photos (especially the archival photos). Unfortunately, it is impossible to precisely compare this shape with the perspective images of real wings. That’s why I focused on the contour of the running light base. In the assembly drawing its forward part elevates a little above the win tip contour, while according the master diagram curve there would be no such elevation. I can say that you can observe such an elevation in most of the restored aircraft and in all of the archival photos. They confirm the wing tip shape depicted in the assembly blueprint.

The same applies to the small deviation from the master diagram contour at the aileron tip. It would be difficult to bend the end of the tip edge ring precisely around the master diagram “mathematical” arc contour, because of the sudden change in the curve radius at point B. (In that era aircraft designers cared only about the tangent continuity of their theoretical contours).

What’s more, the master diagram does not specify many other wing tip geometry details, for example – it misses the cross-section radius of the wing tip edge ring. To determine it, I had to use the detailed drawings of the wing tip webs. Ultimately I verified the wing tip shape using all available images of its parts:



I have found some further differences between the wing tip webs and ordinals of STA 246. (This is the last wing station, specified in the master diagram. Most of its shape is purely theoretical, because only its central part corresponds to a real partial rib).

I also found some other, less significant differences in the center wing section (for example – in the middle of STA 10).

Finally I concluded that the master diagram describes an initial concept of the wing shape, which was later (in the prototype workshop?) slightly modified, especially at the wing tip. Thus in all these cases I decided to rely on the assembly drawings.

Below you can see the complete “reference structure” which I prepared for the SBD wing:



Around the leading edge I placed a long, bent cone, which reflects its varying radius. Similarly, I signalized the radius of the trailing edge by marking it with two thin “tubes”. According the flap assembly drawing (dwg. no. 5066078) the outer radius of the flaps trailing edge cross-section was 5/32” (which means that they were about 0.3” thick). Aileron trailing edge was somewhat thinner: according the master diagram and assembly drawing the radius of its inner wedge was 0.09”. Because the SBD ordinals do not include the eventual skin thickness, I had to assume that sheet metal used as the overlay in the aileron structure was 0.05” thick. In the result I obtained the ultimate thickness of aileron trailing edge as 0.28” (2*0.09 + 2*0.05). I also added other details, as the landing gear wheel bay and aileron hinges axis (both dimensioned in the master diagram).

Before matching my model to this “3D reference frame”, I decided to check at least one of its overall dimensions – just in case. The most obvious candidate was the wing span, which I could read from the general arrangement drawing: 41’ 6⅛”:



Note that it was measured precisely between the tips of the curved wing contour: the widths of the running lights (1.5” for each side) were not included. (The width of these running lights was specified in the front view of this drawing). I also noted that the SBD maintenance manual specifies slightly different wing span: 41’ 6.3”. More precisely: according dwg 5120284 the distance from the center plane to the wing tip was 498.125”/2 = 249.063”, while the maintenance manual shows it as 249.187”. The difference: 0.124” on each side of the aircraft was minimal, but this wing was identical in all Dauntless versions. Which of these dimensions is wrong?

I made a quick calculation using the stations diagram: if the distance to the wing tip measured along the reference planes was 251.06”, then the half of the wing span is: 66 + (251.06-66)*cos(8.5°):



The result is 249.03”. However, the SBD ordinals describe “skeleton geometry” and did not take into account the skin thickness. Thus I have to add to this result the typical thickness of the wing skin: 0.03”. Finally it gives distance of 249.06”, which perfectly agrees with arrangement drawing 5120284.

Reassured by these calculations, I raised the object representing the outboard wing in my 3D “reference frame” by 8.5°, and measured the distance from its tip to the center plane. I was really surprised by the result:



Well, the reason for obtained dimension – 247.60”, instead of 249.03” – is simple: in my calculations I did not take into account the initial elevation of the wing tip over its reference plane:



In the result of the rotation by 8.5°, the wing tip is 1.43” closer to the aircraft center than STA 251.06, placed on the reference plane.

As you can see, the location of the of the SBD outboard wing reference plane is so unusual that even Douglas engineer, who provided dimensions for the arrangement drawing, made the same error as mine.

Thus the true wing span of the Douglas SBD was:

  • 41’ 3.2” between the wing tips (i.e. between bases of the running lights);
  • 41’ 6.2” between tips of the running lights;

Note that without the arrangement drawings you can easily make another error, and compare the wing span provided in the most of publications (41’ 7”) with the distance between the tips of the running lights. The result you will obtain in such a case will be quite close to the real value, because these two errors compensate each other.

Wing span from the SBD maintenance manual (41’ 6.37”) is also wrong. Was this slightly higher value (249.187” instead of 249.063” from dwg 5120284) obtained by adding the sheet metal thickness of the tip lights bases?

On the other hand, in the practice the precise overall wing span was seldom or never used. During production, the most important thing was the proper fitting of the wing segments at STA 66, and compliance of the basic assemblies to their own overall dimensions. To fit an aircraft in a hangar, you always have to provide an additional space of at least few inches on each side. During the operational use of these SBDs, board crews probably did not even notice that they occupied minimally less space than specified. For the long-term stowage or the transport the outboard wing sections were detached, and in this case the overall aircraft dimensions precisely matched the documentation. It seems that the aircraft length and span are most useful for the modelers, who use them for checking their scale plans or model kits.

However, this is one of the most unexpected errors that I encountered so far. Previously I have identified significant wing span mistake in the case of the Fokker D.V drawings from 1916, but I thought that such a thing could only happen in the era of the sketches made with chalk on the workshop floor. I would never expect such a mistake in a dimension from the original blueprints made in 1940!

  • Member since
    April 2015
Posted by Mark Lookabaugh on Tuesday, May 19, 2020 3:19 PM

This is a bit like calculating Pi to a million places.  An interesting exercise, but completely impractical.

  • Member since
    June 2014
Posted by Witold Jaworski on Tuesday, June 2, 2020 1:31 PM

Mark Lookabaugh
(...) An interesting exercise, but completely impractical.

Of course, you mean scale modeling, in general? Wink

I definitely agree!

But we do not follow our hobbies for practical reasons. Think, how much we can learn along this way about the history of these aircraft, and the people who build, serviced and fly these machines?

  • Member since
    June 2014
Posted by Witold Jaworski on Tuesday, June 2, 2020 1:39 PM

In this posts I will analyze differences between my 3D model (built from 2015 to 2019, as reported in this thread) and the SBD geometry data obtained from the original documentation. Actually, I can perform such a ultimate comparison for the wing, because I found its original geometry diagram in the NASM microfilm. In previous post I used it for preparing a “reference frame” for such a verification. Results of this comparison will allow me to determine the real error range of my previous methods described in this blog, in particular – the photo-matching method.

Unfortunately, the incomplete microfilm set from NASM does not contain any other geometry diagram, so I will not be able to prepare such a precise reference frame for the SBD fuselage or empennage.

At the beginning, I identified an error in the wing location. It was determined by the position of leading edge tip of STA 66, marked as point A in the picture below:



In this post from 2015 I determined this location using the general arrangement diagram that I found in the SBD maintenance manual. As you can see above, there were issues in deciphering some of its dimensions. One of them was the distance from the thrust line to point A. I identified it as 20.38”, which means that in my model this distance from the fuselage ref line is 26.38” (6” + 20.38”).

A high-resolution scan of another arrangement diagram from Douglas microfilm (dwg no. 5120284) shows that this distance was 26.52”. (You can see this dimension in the picture above). Thus – this is the first identified error in my model, caused by a mistake in reading available drawings: 0.12”.

After re-adjusting wing position in my model, let’s examine the center wing section:



In previous post I already mentioned my wrong assumption about the 15% thickness of the outer wing section at STA 66 (i.e. at the section joints – see Figure 109-4 in that post). Now I can see the effects of this error: upper wing surface of my model is located about 0.35” above the red reference rib (i.e. above the rib created according the master diagram ordinals). As you can see, I also made minor mistakes in the leading edge shape. There is an offset of 0.15” in the top view contour, and a difference in the shape of the forward part of the wing root profile. The latter does not exceed 0.3”. Because of these differences, you can see that the original wheel bay protrudes a little from the wing leading edge of my model. In general, wing webs (spars) locations are quite precise – just the Web #2 is shifted by 0.3”.

Let’s look now at the bottom side of this wing section. Surprisingly, the Web #5 location and the radius of the trailing edge precisely match the master diagram data. However, the lower wing surface is placed 0.05” above the wing ordinates (this is a minimal difference, but still visible in this model):



I also properly identified location of the Web #1. In my model I placed the most forward (“nose”) web in a slightly different location – about 0.15” to the rear. I made the biggest error in the shape of the lower, forward part of the wing root profile: it reaches about 0.5” near the leading edge. (As I remember, I assumed this airfoil shape basing partially on fitting the main wheel, and partially on the photos). The wheel bay location and size are surprisingly close to the master diagram data: the overall error does not exceed 0.15”.

In general, the center wing section of my model matches quite well the master diagram ordinals. Of course, I will fix all these differences, but I will do it later (I describe it in another post).

Now - what about the shape of the outer wing section? I found there much greater differences:



While the aileron and flap seem to match the master diagram pretty well, there is a significant difference at the wing tip. Also, the fixed slats are shifted outward by about 1”. However, we are comparing here my original wing model (dihedral angle along trailing edge: 10.2°) with the master diagram drawing placed on the original reference plane (dihedral angle: 8.5°). In Figure 109-15 from previous post I demonstrated that the real wing tip was 1.43” closer to the aircraft center plane than the tip depicted in this reference image. (This is because of the strange location of the reference plane in the outward wing). To fully assess these differences, I switched the current view to the projection aligned to the original, oblique reference plane of the outward wing:



Here we can see that the wingtip of my model exceeds the master diagram shape by 2”! On the other side, this is the result of two coupled errors. As you can see in this post and this post, I used the arrangement diagram from SBD maintenance manual as the primary source of the basic geometry.

In this diagram the basic trapezoid of the outer wing is described by five dimensions. I could not know that three of them are wrong! In the picture below I placed these dimensions in blue and red boxes (the wrong values are in red boxes):



In practice, this means that I unconsciously “stretched” the outer wing in my model, matching the wrong wing span. (For example – I shifted entire outboard wing section outside STA 66 by 0.8”. Such a modification did not agree with the stations diagram from the maintenance manual, but it was the only way to place the wing tip according the dimension from this arrangement drawing).

By the way: now I can see another error in the drawing above. Note the partial span dimensions, which I marked as L1 (66) and L2 (183.05). As you can see, their sum should give the L dimension (249.187). Does it? Certainly not! (66+183.05 = 249.05). While L1 is the location of STA 66, confirmed by many reference dimensions on various blueprints, L2 value fits to nothing. This could be the span of the outboard wing measured along the reference plane (185.05 – the third digit in the picture above can be both: 3 or 5). If this assumption is true, such a dimension should never appear in this top view, in particular in this closed dimension chain.
 
As I mentioned in at the beginning of this post, in this comparison I would like to determine the error range of my photo-matching method. It bases on the relative comparison: to determine absolute dimensions of the analyzed object, you previously must know at least one or two of its original dimensions. As you can suppose, I treated the wrong basic trapezoid of the outer wing from the arrangement diagram as the confirmed contour, and appropriately arranged the reference photos. You can see the results in this post about verification of the wing shape.

To estimate the error range related to the photo-matching method alone, I compensated the effect of the assumption errors (improper wing span) by adjusting my model dimensions. I scaled spanwise the outboard wing, decreasing its size by about 1%. After this update, the basic wing trapezoid of my model fits the real “reference frame”. Below you can see the result of a new comparison:



There is still difference in the wingtip contour, but now it does not exceed 1”. What’s more – now the wing slats match the blueprint quite well (the error does not exceed 0.12”). There is still a difference of 0.8” in the location of the gap between the flap and the aileron. However, I placed this gap in my model according the stations diagram from the maintenance manual, so it is shifted now. (I remember that I always noticed small difference in location of this gap when I matched my model to the photos).

You can see the originally matched photos in this post about wing shape verification. In particular, look there at Figure 31-8 and my description below that picture – it looks that initially I made a proper assumption about the contour arc, just its radius was somewhat different! A few months later I made another verification, described in this post (in particular, see Figure 42-8). Now I think that some problems with matching the wing tips of my model and the photo (as in Figure 42-9 in that post) were caused not by the dynamic wing deformation, but by assuming wrong basic dimensions.

CONCLUSION: it seems that despite the few available photos of the wing the errors of my photo-matching method did not exceed 1” (0.4%) in this SBD model. I think that this is an acceptable result, especially in the cases of aircraft which original blueprints are not available.
 
(Last year I wrote a detailed two-part tutorial on the photo-matching method: here you will find its part 1/2 and part 2/2).

However, in my SBD model these photo-matching errors coupled with other errors, caused by assuming wrong overall wing dimensions. I read them from the only available documentation, which I had in that time: the general arrangement drawing from the SBD maintenance manual. I think that such a situation is a special case. I will still trust the dimensions from manufacturer’s blueprints. This is the ultimate source, and – despite issues like the one described in this post – they build the real aircraft using these drawings! Of course, if you find two different blueprints of the same assembly, it is a good idea to compare a couple of their key dimensions. Just in case.
  • Member since
    January 2015
Posted by PFJN on Tuesday, June 2, 2020 6:08 PM

Hi, 

The levels of detail that you have been able to pull together is amazing.

Pat

1st Group BuildSP

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, June 15, 2020 11:33 AM

Pat, thank you for following!

Today a short post about another wrong dimension, then in the further posts I will describe my work on the fuselage "reference frame".

______________________________________________________

In some aircraft it is difficult to provide the precise value of overall length. One of them is the SBD Dauntless, because of its easily demountable spinner used in the first three variants (SBD-1…-3). Also the length of the Hamilton Standard Hydromatic spinner hub, used in the later SBD variants, can vary – especially in the restored aircraft. Thus, for verification of model kits or similar purposes I would suggest checking the distance between two easily distinguishable points: from the firewall to the tip of the tail cone. This dimension remains the same in all SBD variants. Preparing the fuselage blueprints for my model, I could determine this distance using the tail cone assembly drawing:



The key information is provided by the stations marked in this drawing: their names describe distances from the firewall. (You can read them yourself from the high-resolution version of this drawing). I could read that the fuselage tip cone starts at station 271.6875 (11/16) and ends after station 308. However, this drawing does not provide the closing dimension (from station 308 to the tip), thus I had to measure this distance. Assuming a quite wide tolerance (1%), I estimated it as 6.7”. This means that the distance from the firewall to this fuselage tip was about 114.7” (+/- 0.05”). The light bulb protruding from the tip is not documented in this drawing. From the photos I could estimate its length as 1”. However, the information provided in this blueprint forced me to follow the “Douglas convention” of skipping the light bulbs dimensions. I already noticed this convention in the case of the SBD wing span: it was distance between the bases of the running lights, located on the opposite wing tips.

Later I discovered that I could verify this estimated distance using certain dimensions from the general arrangement drawing (dwg no 5120284):



I marked these three partial dimensions in the figure above. I subtracted from the total length (399.25”) the distance from the spinner tip to the wing leading edge (at STA 66: 91.56”), then added the distance from this point to the firewall (9”). I was surprised when I obtained a quite different result: 316.69”. This is 2” more than I measured in the previous blueprint – I could not explain such a significant difference!

However, looking at this arrangement drawing, I found another dimensioning chain:



First two dimensions (9” + 274.812”) describe position of the rudder hinge axis, while the third dimension describes distance from this axis to the rudder tip (29.875”). (This rudder chord length is confirmed by corresponding dimension in its assembly drawing no 5156459). Obtained result: 313.688” is 1” short of my measurement, but it does not include the small part of the fuselage tip behind the rudder:



Fortunately, another source confirmed this result: the arrangement diagram from the SBD-6 maintenance manual:



Although the aircraft total length here is slightly different from dwg 5120284 (33’ 0.1” vs 33’ 0.25”), all three dimensions related to the rudder size and location are identical. (Just their fractional parts are expressed using decimals). This arrangement drawing is more detailed: at the tail tip you can see 1” dimension related to the remaining distance from the rudder tip to the running light base. Thus, the distance from the firewall to the running light base at the tail tip (314.687”) agrees with my initial measurement (314.7”).

Comparing these two versions of the arrangement diagram I found some other simplifications in dwg 5120284. It seems that it was drawn by a draftsman who skipped many detailed dimensions, and truncated the less important fractional parts from the remaining ones:



Fortunately, the main dimensions like the overall span of the stabilizer are identical in both drawings.

Frankly speaking, after finding these errors I decided that I cannot trust dimensions from drawing 5120284, if they are not confirmed in other blueprints. This conclusion seems to be quite paranoid, but it looks that somebody in Douglas accepted this blueprint without proper verification.

Ultimately, for the SBD scale plans and model kits I propose following length checks:



Both distances are identical in all Dauntless versions.

I do not suggest checking the overall wing span, because the value used in all general drawings (including the manufacturer arrangement diagram): 41’ 6.37” is wrong due to conceptual mistake. (I described this error at the end of in this post). The real SBD wing span was 41’ 3.2”, but I doubt that any drawing/model kit fits this dimension. Thus I suggest measurement of two other spans, which are confirmed in all assembly blueprints:



I suppose that you can trust more the model kit/scale plan that fits these four dimensions. The other distances can vary, due to wrong wing span, provided by Douglas itself, or the wrong fuselage length specified in the BuAer SBD-1, SBD-2 and SBD-3/-4 performance reports. (These lengths were repeated in all publications about his aircraft. In the result – for the SBD-3 both: the length and the span were wrong in all sources that I saw. See this and this post for more details).

  • Member since
    June 2014
Posted by Witold Jaworski on Thursday, July 16, 2020 11:27 AM

As I already mentioned in this post, my microfilm set does not contain the fuselage geometry diagram. (I suppose that it was included in the missing roll C). Thus, this part of my work will be much more difficult, because I even do not have complete set of the bulkhead drawings! Just found a structure assembly drawing (i.e. side and vertical views), skin panels assembly drawing, mid-fuselage bulkheads, and some bulkheads of the tail. In the picture below I marked these undocumented areas of the fuselage in transparent red:



Douglas blueprints refer to the fuselage bulkheads as “frames”. They are numbered from 1 (the firewall) to 17 (the mounting base for the tail wheel and horizontal stabilizer). Of course, the fuselage assembly drawings provide their positions, measured from the firewall. (You can find them in this assembly drawing of the skin panels). In this post I will refer to fuselage bulkheads using their ordinal numbers, shown in the picture above (for example: “frame #05”).

However, even the identified blueprints of the fuselage frames are usually assembly drawings, which means that they do not contain any useful dimensions (as the frame #05 in figure "a", below):



All you can do witch such a drawing is to use it as a reference image. This is not the best option, because these microfilm pictures are always slightly deformed, due to paper folds and distortion of the camera lens. In the case of detail drawings you can find some useful dimensions, like the overall fuselage width (measured from the center plane), or the height. (As in drawings of frame #07 in figures "b", "c", above). Note that these frames are split along the fuselage reference plane into the upper and lower part. While the upper part (figure "b", above) at least resembles a bulkhead, in the case of the lower part (figure "c", above) I had to think for a while before determining its inner and outer side.

Because I have only a few vertical photos of the fuselage, one of the most important information are bulkhead widths. I have collected them just for the 7 frames:



Except frame #03, these fuselage width are measured at the reference plane (longeron #06). In the case of the firewall, this is not the point of the maximum width. (Firewall has an elliptic shape, which origin lies 6” lower, on the propeller thrust line – see figure below). Note that I also found two widths of the cockpit frame. These two points, combined with the height from figure "b", above, allowed me to determine precise location of this very important longeron. (It forms a base for many other dimensions). Unfortunately, I did not find explicit width dimension for the last frame (#17).

I also verified the top view of the fuselage (the third illustration in this post), checking its symmetry. Unfortunately, I found that this contour is asymmetric (i.e. the drawing is deformed) in the area without dimensions (between frames #8 and #11). This deformation could occur during microfilm production. (This blueprint was originally split between four film frames, and frame 3 and 4 overlap in this area). However, these drawings were manually traced in ink, and this can also be a human (draftsman) error.

If you wonder about the error range of the lines traced on the original blueprints, look at the picture below. It shows two drawings of the firewall. One of them is in red, while the other in black:


As you can see, contours of these two firewall “instances” can vary even by 0.3” (0.4% of the overall size). Which one is closer to the real contour? I decided that I will use the red drawing, because it is symmetric, and its contour mostly agrees with the left side of the black blueprint. I suppose that at least part of these differences are non-critical draughtsman errors.

The most important elements of the technical drawings are their explicit dimensions. Depicted object has just to resemble the real thing, making the drawing readable. All curves are described by datapoints (ordinals), grouped in the geometry diagrams. That’s why for a manufacturer/workshop both of the compared firewall assembly drawings are valid, in spite of these differences.

Unfortunately, without the fuselage geometry diagram I have to rely on these “not-so-precise” object contours. This means that in my “3D reference frame” that I am building in Blender the possible error range will be much wider in the fuselage than in the wing. (Because the wing reference objects were mostly based on the original geometry diagram). In the second part of this post I will try to improve this situation a little, checking some doubtful/undocumented areas with the reference photos.

I placed the identified drawings of the fuselage frames in the 3D space, using some of their largest horizontal and vertical dimensions for determining the proper scaling. However, in the effect there were so many overlapping half-transparent pictures (as in figure "a", below) that in the practice the whole thing could not be used as a reference. It forced me to recreate each frame as a 3D planar contour, and hide their source drawings:



For the beginning, I focused on the better documented mid-fuselage. Once the bulkheads were created, I connected them with the cockpit frame and other longerons:



The longest longeron #06 lies on the fuselage reference plane, thus its shape from frame #05 to frame #17 determines the fuselage contour in the top view. For the convenience, these longerons run along the original longeron lines, depicted in the fuselage assembly drawing.

These longerons helped me to find and fix minor differences in the shape between subsequent bulkheads:



(When you look along the longeron at high angle, as in the picture above, you can quickly find all differences in the local width of the subsequent bulkheads.)

That was the easier part. Now I have to recreate the tail bulkheads. As you can see in the first illustration in this post, I found only the upper parts of frames #13..#16, and complete closing frame (#17). They contain just a few usable dimensions. Paraphrasing well-known Goya’s title, “the lack of dimensions produces assumptions”, and assumptions are the main source of eventual errors. However, there is no other way. In this case I have to make several assumptions about the shape of tail bulkheads.

Of course, first I reviewed all the blueprints for any hint about their shape. I have found some fragmented contours of tail bulkheads placed as additional information in other drawings. For example – figure below shows all what I found about frame #09:



The continuous red line marks the frame #09 contour, identified in two drawings. The left picture comes from cockpit enclosure assembly drawing, while the right picture is a fragment of an internal diaphragm assembly. The drawing of the cockpit enclosure (left) contains upper part of frame #09 contour. It looks as it was formed from an arc and straight segments (this is my first assumption). In the diaphragm assembly (right) you can see a complete frame #09 contour, up to the reference plane. It seems to be formed by a 3 arcs and a straight segment (this is my another assumption).

Design of this fuselage tail comes from the historical Northrop Gamma/A-17 aircraft line. First Gamma was built in 1932. In that time aircraft designers seldom incorporated advanced curves in their shapes, because they were much more difficult to recreate in the workshop than ordinary arcs. That’s why I stick to identifying circular sections in these contours.

I placed these two images in the 3D space, then created auxiliary circles fitting the assumed arcs. Using their contours, I created the model of frame #09:



As you can see, there is still a completely undocumented segment above the fuselage reference line. I based its shape on the corresponding segment in the last documented frame (#07).

I could identify similar arcs in the tail bulkheads. They fitted the available drawings of frame #13, #14, and #15. To ensure smooth shape transition between subsequent bulkhead contours, I organized these auxiliary circles into “cones”. Below you can see pictures of the first two cones, which form the main part of the tail:



For easier recognition, I marked the first documented tail frame (#13) in blue. Its width and height are determined by explicit dimensions, while the shape of previous frames is based mainly on assumptions. In picture above, left, you can see the upper cone. It starts with the frame #09 contour, which should fit the cockpit enclosure (arc diameter: 22.5”). Then it remains nearly constant up to the frame #13. (In fact, it seems to slightly enlarge its diameter, reaching maximum – 24” – at frame #13, then quickly decreasing in the further frames. For frames #16 and #17 this contour is meaningless, because their upper parts are completely hidden inside the horizontal stabilizer fairing).

In the picture above, right, you can see the central cone. Its axis lies on the fuselage reference axis, and its side contour is the side contour of the fuselage. I did not find any drawings of the lower part of frame #13. Basing on the side and top fuselage contours I decided that it was a simple circular segment, precisely matching the central cone. I assumed that the lower contours of all further frames (#14, #15, #16, and #17) were elliptical, because frame #17 seems to fit into an ellipse (as you can see in figure "a", below):



This frame had relatively large, tapered side walls (1” wide), thus I placed in this drawing two ellipses: one for the inner, and one for outer contour (both marked in the source blueprint). As you can see, these contours fit them pretty well. Note also that the upper part of this bulkhead is 2° oblique, to fit the attached rear stabilizer spar (web).

I also verified this elliptical contour in another drawing, of the first bulkhead in removable tail cone section (you can see it in Figure "b", above, marked in red). The last ellipse fits both blueprints. However, I noted differences between these drawings in the empennage fillet shape. (Compare its black and red contours in the marked areas of Figure "b", above).

In the next post I will continue my work over the lower part of the fuselage. I still have to prepare references for the large wing fillet, which spanned along half of the SBD fuselage length.

  • Member since
    June 2014
Posted by Witold Jaworski on Tuesday, August 18, 2020 11:40 AM

In previous post I started creating 3D reference objects for the SBD fuselage. In this post I will complete this work. I will focus here on the difficult part: the wing fillet. It spanned along more than half of the SBD fuselage length. In this post I am going to prepare reference geometry that describe its shape from bulkhead #4 to bulkhead #13. Unfortunately, in drawings from the NASM microfilms I found just a few contours related to this feature:

Just in case: the illustration above uses the fuselage bulkhead (frame) ordinal numbers, introduced in the previous post. I am referring them using these ids (for example: “frame #05”). See figure below for their map.

Figure "a" above shows horizontal contour of this fillet, which I found in the panels assembly diagram (dwg 5063493 – see its high-resolution version). Figure "b" above shows two contours of the forward wing fillet segment (the part placed over the wing). I found the contour of frame#08 (marked in red) in a carbon dioxide installation assembly drawing. Figure "c" above shows four contours of the rear part of the wing fillet (the part behind the wing trailing edge). In previous post you can find description the source drawing that I used for recreating frame #09 contour. Contours of frame #10 and #11 are copied from battery and tool compartment drawings, while frame #12 (and #11) – from flares assembly drawings. As you can see, all these contours were placed in their original blueprints just as additional information, thus I do not expect that they precisely depict the real lines.


It seems that the geometry of this wing fillet can be described as a fragment of two bent cones, shown below:



The forward cone is adjacent to the wing and fuselage. Rear cone starts at wing trailing edge, and extends up to frame #13. (At frame #13 it finally joins the central cone of this tail, described in previous post). I identified circular cross sections of wing fillet cones using drawings shown in the previous figures "b" and "c". These two cones must be adjacent. To see better what I mean, look at figure "a", below:



I built instances of these fillet cones (shown in Figure "a", above) around circles shown in the previous figure. Note their adjacent area between frame #09 and #10 (ideally it should be just a single adjacent edge).

I shaped the horizontal contour of the rear cone (precisely: its topmost segment, between frame #08 and #09) according the fuselage panels diagram (as in figure "b", above). The side contour of this cone simultaneously fits the bottom contour of the fuselage. Then I noticed a serious flaw in this drawing: its wing fillet contour between frame #09 and #10 it does not fit the actual contour of the rear cone (see Figure "b", above). What’s more, this blueprint does not show any wing fillet contour behind frame #10.

To better show in the 3D space what this difference means, see Figure "a", below:



The contour from fuselage panels diagram suggests that the bottom part of frame #10 was as wide as the upper part. To illustrate this difference, I shifted in Figure "a", above, the circular cross section of the rear fillet (black circle) into corresponding location. Because in this blueprint the contour line “sinks” into the fuselage contour at frame #10, one can only speculate about eventual position of the next cone section, at frame #11. Anyway, the photo of the frame #10 from a restored aircraft (Figure "b", above) confirms the current shape of this bulkhead (highlighted in the picture above). This means that the contour from the fuselage panels diagram is wrong, at least for the part that spans behind frame #10. If so, what about the remaining part, between frames #08 and #09?

I decided to check this issue on the reference photos, that I matched using the previous version of my SBD model. Surprisingly, the PAM photo of the original SBD-5 (before restoration) fits ideally the reference frame (Figure "a", below):



Figure "b" above shows enlarged fragment of this photo. As you can see, the shape of the real wing fillet contour is completely different from the shape copied from the fuselage panels diagram! The only common point lies at frame #09. The remaining contour of the rear fillet cone (marked by white dashed line) seems to be a perfect continuation of this real curve.

How to explain such an error? In technical drawings, the most important thing are the explicit dimensions or references. (In the case of this panels diagram these are references to skin thickness and riveting seam types). Depicted object has just to resemble the real thing, making the drawing readable. All eventual curves are described by data points (ordinals), grouped in the geometry diagrams. That’s why for a manufacturer/workshop this panel assembly is valid, in spite of these wrong lines. I suppose that it would be less readable with the real fillet contour drawn after frame #09

I modified the shape of the rear cone between frame #08 and #09 according this reference photo. To fit it into the fuselage side contour I had to modify shape of the last two sections of the forward cone (Figure "a", below):



I marked the modified area of this cone in purple color. (To make this reference object more convenient, I reduced the forward cone to the most important quarter). As you can see, I flattened a little the outer parts of last two circular sections. Of course, I checked this shape with another reference photo (Figure "b", above). Now it differs a little from the ideal circle depicted in the assembly blueprint of the carbon dioxide system (see area "b" in the first figure in this post), but I assumed that it was a simplified contour, used for the illustration purposes.

The updated, somewhat shorter outer wing segment fits much better the reference photos (this is another confirmation that I read properly its assembly drawings). Now I used these photos for checking the fuselage side contour:



It is interesting that in this way I am comparing the real aircraft with its blueprint (in this case – the side view of the structure assembly). As you can see in the picture above, I found some differences along the upper edge of the tail. Figure below shows their details:



First, look at the fin contours: the real shape is quite different from the blueprint contour! Of course, I also checked this difference in reference photos of other aircraft (the PAM SBD-5). They confirmed these findings. In the picture above you can also see a difference in the fuselage height behind gunner’s cockpit enclosure. However, this one was not confirmed by photos of other aircraft. In the cockpit enclosure drawing I also found the explicit dimension of the fuselage height at the edge of gunner’s cockpit: 26.65”. Thus, I suppose that this is an individual shape variation, specific to the restored machine depicted in this photo. (For example – caused by the modified gun doors).

However, I used information from the reference photos to make an adjustment of the fuselage height, in the front of the fin:



As you can see in the picture above, the upper contour of the fuselage is “anchored” by two explicit height dimensions: at the corner of the gun doors (26.65”) and at frame #13 (18.09”). Except these two heights, I also found among the SBD blueprints a drawing of the flares loading door. Unfortunately, it does not contain any useful height dimensions. However, its side shape fits the reference photos pretty well, while it does not fit the fuselage contour in the basic structure assembly drawing. Ultimately, I decided that the in the reality the top of the fuselage was located somewhat higher in this area than in the structure assembly blueprint. (If the fin contour in this blueprint is wrong, the same could happen to the contour of the upper fuselage). The difference was about 0.3”. I adjusted the fuselage shape according the reference photos and the flares loading door drawing.

After shaping this side contour (it corresponds to longeron #01 in the SBD skeleton) I also recreated the 14 remaining longerons. Their locations match the structure of the real aircraft:



In fact, it was quite slow process: I had to fix minor differences in the bulkhead shapes along each longeron. Sometimes the line of newly added longeron forced me to correct the previous one. The surfaces of front and rear wing fillet cones were a great help: without them I could not properly form the complex shape of longeron #09 or longeron #12.

Finally, I also added a few bulkheads and the root rib of the horizontal stabilizer fairing. Figure below shows this reference frame from another side:



Note the three auxiliary circles at the firewall. After comparing three different drawings of this bulkhead, I decided that it was not a regular ellipse, but a similar contour created by three arcs.

The differences between this and the elliptic contour are within eventual draughtsman error range. However, I took into account certain “tendencies” in the firewall shape. It could also happen that SBD designers approximated the elliptic shape in this way, because it is easier to recreate such a combination of three arcs in the workshop.

Figure below shows the final bulkhead shapes, as well as the longeron diagram (note that they were set in the radial directions):

 

  • Member since
    January 2015
Posted by PFJN on Tuesday, August 18, 2020 8:27 PM

Hi,

I'm going to have to reread this section several times.  Fillets seem to be a very complicated part of a plane Surprise

Thanks for sharing your work

Pat

1st Group BuildSP

  • Member since
    July 2014
  • From: Philadelphia Pa
Posted by Nino on Wednesday, August 19, 2020 7:37 PM

 

3D modeling as a hobby can be a rather intense discipline I am finding out.

 

I am still in the process of re-reading these posts and I must say, your graphics are fantastic.  I appreciate the effort you go thru to write-out your explanations, corrections, and comparisons for we Plastic Modelers.

 

Thank you for continuing this quest.

 

 

 

I have a long way to go to fully understand your methods to get past the missing micro-film canister #3, but I am greatly impressed on your efforts.

 

 

 

     Nino

 

 

 

P.S.  Sure glad  the SBD's diagrams are all in the US Customary system.  
I still find myself trying to convert metric in my head so that I can visualize size.

GAF
  • Member since
    June 2012
  • From: Anniston, AL
Posted by GAF on Monday, August 24, 2020 2:18 PM

The manufacturing process for aircraft back then was not as exact as today.  Dimensions "could" vary a bit, as evidenced by the manufacturers drawings.  That old saying about "beat to fit" was actually true!

Gary

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, February 5, 2021 2:13 PM

I just published a book which discusses details of preparing/using reference drawings. I think that it can be useful for all modelers, including "plastic kit" modelers and the authors of the scale plans. Among other issues, it includes some materials presented in this blog. See here for details.

  • Member since
    June 2014
Posted by Witold Jaworski on Sunday, March 7, 2021 1:54 PM

This time a technical post about the overall dimensions of the subsequent Dauntless versions. We are using these values for scaling the reference drawings. If they are wrong - the whole model you are building is also wrong. That’s why they are so important:
___________________________________________________________

Since 2015 I have tried to determine the true length of the early SBD Dauntless versions (the SBD-1, -2, and -3). There was something wrong with the source of this information: the original BuAer performance data sheets. You can find there a different length of the SBD-2 (32’ 2”) and the SBD-3 (32’ 8”), while the differences between these variants cannot explain the reason of such a longer fuselage in the SBD-3. The other sources repeat these figures without any reflection. Fortunately, last month I found in the SDASM resources two interesting drawings of the SBD-1. One of them is a general arrangement diagram, which clearly specifies its overall length (and how it was measured):



As you can see, the overall length the SBD-1, without the spinner, was 32’ 1 ¼”. This agrees with the BuAer data sheet for the SBD-2 from November 1942, since they rounded each dimension up to the nearest inch. (For example: this BuAer sheet specifies the wing span as 41’ 7”, citing the general arrangement diagram which provides a more accurate dimension: 41’ 6 1/8”.) According the general convention in these drawings, the small transparent blisters of the running lights are excluded from these overall dimensions (see this post, Figure 111-5, and this post, Figure 109-12).

The BuAer data sheet from August 1942 treats the SBD-3 and the SBD-4 as a single variant, thus I assume that it provides the overall length of the SBD-4. Using the available blueprints, I concluded that it was 32’ 7 13/16”, which BuAer rounded up to 32’ 8” (see this post, Figures from 108-4 to 108-6). The sole reason of this difference is the length of the Hamilton Standard Hydromatic propeller, used in the SBD-4. Its central “hub” was longer than in the Hamilton Standard Constant Speed propellers, used in the SBD-1, -2, and -3. Basing on these facts, we can safely conclude that overall length of the SBD-2 and -3 without the propeller spinner was the same as the SBD-1: 32’ 1 ¼”.

What about the length with this spinner mounted? I did not find any explicit dimension, so I still have to rely on my estimations from the previous year (figure below corresponds to Figure 108-7 from that post):



Now, thanks to the SBD-1 arrangement diagram, we know the overall dimensions up to the B baseline (compare figure above with the first picture in this post). In this post you can see that I approximated this length as 32’ 1.5”, +/- 0.3”, so the true value 32’ 1.25” lies within declared error range. According to the data from the same post, the difference between B and C dimensions can be estimated as 42.38” – 37.66” = 4.72”. Let’s round this distance to 4.75”. (Although I suppose that the overall error range for this value is smaller than the error range of the estimated overall length, this 4.75” still lies safely within these limits.) This gives the overall length of the SBD-1, -2, and -3 with the spinner = 32’ 6”.

Below I am providing the length of each Dauntless version, according to their general arrangement diagrams:

  • SBD-1: 32’ 1 ¼ ” / 32’ 6”;
  • SBD-2: 32’ 1 ¼” / 32’ 6”;
  • SBD-3: 32’ 1 ¼” / 32’ 6”;
  • SBD-4: 32’ 7 13/16”;
  • SBD-5: 33’ ¼”;
  • SBD-6: 33’ 1/8”;

All these dimensions do not take into account the transparent covers of the running lights. Lengths in italic are the estimated lengths with the propeller spinner. Note the minor difference in the lengths between the SBD-5 and the SBD-6 (0.15”). I copied this dimension from the SBD-6 general arrangement diagram attached to the BuAer performance data sheet from 1944. It is repeated (as 33’ 0.1”) in the SBD-6 “Erection and Maintenance Manual”. What is interesting, minimally differ from the Douglas blueprints. One of them is the overall length. I cannot explain these variations.

Everything would be fine, unless I checked the alternative dimension chain in this SBD-1 drawing (below it is marked in red):



When you sum up these three red dimensions, you will obtain 386 3/16”. This does not agree with the blue overall length drawn above (385 ¼”)! The difference is close to 1 inch (precisely: 15/16”). One of these two lengths is wrong. Which one?

Let’s check similar arrangement diagram of the SBD-5:



In this case the sum of the red dimensions matches the blue overall length (396 ¼”). The redesigned engine compartment in the SBD-5 was 11” longer than the SBD-1, so you can see this difference in the overall length and in the red dimension on the left (91 9/16” in the SBD-5 vs. 80 9/16” in the SBD-1). The middle dimensions (22’ 10 13/16”) of the red chain are identical in both variants. But there is an interesting difference in the third red dimension. In the SBD-5 this is 29 14/16”, wile in the SBD-1 it was 30 13/16”. The difference is 15/16” – precisely as the difference between the alternate SBD-1 lengths!

In the rudder assembly I found that the 29 7/8”, listed in this SBD-5 arrangement diagram, is the chord length of the rudder:



I suppose that the SBD-5 and SBD-1 used the same rudder. (Behind the firewall, the geometry of both variants was identical). However, behind the lower tip of the rudder trailing edge there was additional 1” of the tail cone:



I signalized this detail in one of my previous posts. However, it was not dimensioned in this assembly drawing, so in that time I could only estimate its length to about 1”.

Now it seems that the partial dimension from the SBD-1 general assembly diagram provides the accurate distance from the rudder hinge to the running light base, so this additional length span is 15/16”. For unknown reasons, it was not included in the overall length, specified in the general arrangement drawings!

In fact, these general arrangement diagrams are also misleading in other dimensions. There was an error in the overall wing span specified in the Douglas drawings (see this post, figures from 109-12 to 109-15).

Conclusion:
because of these errors in the original Douglas blueprints, none of the widely published SBD overall dimensions is true. Below I am providing the updated values for each variant of this aircraft. Although the wing span was the same in all Dauntless versions, I am repeating it just for the reader convenience:

  • SBD-1: wing span: 41’ 3.2”, overall length: 32’ 2.19” / 32’ 6.9”;
  • SBD-2: wing span: 41’ 3.2”, overall length: 32’ 2.19” / 32’ 6.9”;
  • SBD-3: wing span: 41’ 3.2”, overall length: 32’ 2.19” / 32’ 6.9”;
  • SBD-4: wing span: 41’ 3.2”, overall length: 32’ 8.75”;
  • SBD-5: wing span: 41’ 3.2”, overall length: 33’ 1.19;
  • SBD-6: wing span: 41’ 3.2”, overall length: 33’ 1.19;

The wing span is measured between the running lights bases on the wing tips. Fuselage lengths are measured between the spinner tip and the running light base on the tail cone.

If you want to check accuracy of any existing scale drawing or plastic kit, use the well-documented partial dimensions, shown in Figure 111-7 and 111-8 in this post. I suppose that the overall dimensions will be always wrong, due to confusing Douglas general arrangement diagrams.

  • Member since
    June 2014
Posted by Witold Jaworski on Monday, March 29, 2021 2:17 PM

This February I found among the SDASM resources a diagram (dwg no 5060837), which describes the geometry of the SBD fuselage. This is the key piece of the information that was missing in the NASM microfilms I used before. Below you can see these lines:



The original drawing is slightly distorted. I was able to stretch its upper and lower portions, so in the central part its rectangular “grid” fits the blue guide lines drawn in Inkscape. However, this is a non-linear deformation, so it still occurs along the edges of this image. (In the illustration above, I marked these distorted areas in pink.)

The subsequent fuselage frames are placed at following stations:



Fortunately, fuselage diagram contains not only these distorted lines, but also tables of their numerical ordinates. They are provided for equally spaced horizontal and vertical “grid lines”, as in the illustration below:



The diagram provides two tables. One of them lists at each frame the fuselage widths along the horizontal lines (“waterlines”). The other provides heights of the upper and lower contour, measured along the vertical lines (“buttocks lines”). For some frames, like Frame 9, the table provides more than two heights, as show in the illustration above.

I used these numerical data for building corresponding “contour planes” in Blender 3D space:



Each of these planes is a polygon. Each vertex of these polygons corresponds to a single ordinate. These vertices are connected with straight edges. (On this stage, I did not want to interpolate them with curves.)

Then I used the same data points for creating section contours:



They are also simple polygons: vertices connected by straight edges. Because I generated them from the cross-sections of the vertical and horizontal planes, you can see on each of them the characteristic “grid” pattern.

Building these shapes, I found some obviously wrong points in the waterlines. In the table below I marked them in red:



Fortunately, the table of the buttocks ordinates is less erroneous. Just some data points are shifted to a wrong column. (In the figure below, I marked these values in yellow):



There are also others, less visible inaccuracies. In that times all these ordinates were measured from large drawings (some of them were in the 1:1 scale). Still, you cannot avoid minor measurement errors in such a manual drawing.

Once I placed these values in the 3D space, I examined resulting lines, looking for irregularities. For example, I found a suspicious point at station 7, on the cockpit frame:



The vertices from the previous frames (1..6) formed around this cockpit edge a polyline which you could extrapolate with a gentle curve. These data points were somewhat dispersed, but no more than by 0.02”. However, the vertex at frame 7 lies about 0.1” from this extrapolated curve. Was it a measurement error, or a real feature of this shape? To determine this, I checked the nearest waterlines (at +16”) and buttocks lines (at 16”). I did not find similar deviation there, thus concluded that this is just an error, and adjusted this outstanding vertex.

However, when I noticed a recession which repeats in the three subsequent waterlines – I concluded that this is a real feature:



I suspect that this is a “side-effect” of the large fillet between the wing and the fuselage.

In general, I assumed that the error range for these ordinates was about 0.05”. There are just a few larger deviations, as the one at the cockpit edge.

There are also differences between the data points plotted according to the numerical ordinates and the fuselage lines depicted near these tables. In the illustration below the plotted lines are in black, while the reference polygons (created according to the numerical data) are in orange:



I suppose that these inaccuracies are mainly caused by the irregular distortions of the scanned blueprint. On the other hand, drawings in this diagram are just illustrations for the numerical ordinates. Thus, you should not treat these black lines as an accurate reference.

  • Member since
    July 2014
  • From: Philadelphia Pa
Posted by Nino on Thursday, April 1, 2021 2:39 PM

 

Thanks for these updates.

 

 Wow!  The detail you are covering is overwhelming.

 

 

You are doing an excellent job working thru these drawings and plans.

   Nino.

 

 

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, June 4, 2021 3:08 PM

Nino

Wow!  The detail you are covering is overwhelming.

You are doing an excellent job working thru these drawings and plans.

You are welcome! Big Smile I will do my best!

  • Member since
    June 2014
Posted by Witold Jaworski on Friday, June 4, 2021 3:11 PM

Currently I am working on a new edition of my book. I just saved some hours to discuss updates in the SBD Dauntless fuselage geometry, which I made using the newly obtained SDASM data.
__________________________________________________

In the previous post I used ordinals from the newly found fuselage geometry diagram for creating a set of the 3D reference planes:



In this post I will span a smooth subdivision surface between these points. I think that such an interpolation will provide a more accurate reference than the longerons (stiffeners), which I previously shaped in this post (see there Figure 112-07).

I compared my previous approximation of the fuselage shape, based on the partial data from the NASM microfilm, with these ordinates. In general, it seems that it was quite accurate:



The wing fillet fits well these ordinates – its shape requires just some minor adjustments. On the other hand, I can see that the radius of the upper parts of the tail bulkheads was somewhat smaller. At least I was right, assuming that this radius was constant along the rear gun doors. In this way these doors could be formed as a part of the cylindrical surface, which simplified their production.

Ordinates from this SDASM blueprint confirmed many of other assumptions that I made basing on the partial NASM blueprints (see my first two posts on the fuselage geometry):



Note the flattened cross-section of the wing root fillet. This diagram confirms my hypothesis about this shape, based on the shape of its trailing edge in the top view (see this post). It also confirms another assumption: that in the rear view all the fuselage stiffeners (I called them “longerons”) run along straight lines, spanning radially from the fuselage center. In the tail area, these lines are equally spaced: 15° from each other. In the mid-fuselage some of them are bent upward.

When I looked at the forward part of the fuselage described by the Douglas geometry diagram, I realized that there is something wrong with the upper contours of frames 1 and 2:



While most of the frame 1 data points perfectly fitted the firewall assembly drawing, they missed the “bulged” covers around the fuselage guns. Fortunately, I was able to recreate this cowling using dimensions from the windscreen and firewall assembly drawings.

I think that this diagram was based on the original Northrop XBT-2 prototype drawings. As you can see below, the upper cowling between frame 1 and frame 2 looks like in the geometry diagram:



XBT-2 was equipped with a single forward-firing gun, mounted on the right side, in the front of the pilot. Thus, left contours of its frame 1 and frame 2 could match the elliptic shape, depicted in this diagram. I suppose that the geometry of all other XBT-2 fuselage frames (3 … 17) match their counterparts in the serial SBDs.

Illustration below shows the smooth surfaces, spanned over the reference polygons. In this case, I corrected the shape of the wing fillet surfaces (blue and red), extending them up to frame 13. Then I added new surface (gray) which covers the main portions of the fuselage. Behind the cockpit, I fitted its shape to the cylinder. Upper parts of this cylinder cross sections fit the corresponding ordinal points of the fuselage frames:



To make sure that this “skin” passes through the original geometry, I placed it little below the ordinal points. In the effect, the vertices of the reference polygons minimally protrude from this surface – by about 0.01”. This is well within the range of eventual errors in locations of these ordinal points, and below the thickness of the real fuselage skin (0.03”). In this way I was able to visually check if the modeled surface fits all ordinal points.

On the other hand, the geometry of the WW2 aircraft was always given “as for the skeleton”, i.e. did not take into account the skin thickness.

When I compared the resulted shape with the fuselage assembly blueprint, I saw that its upper contour precisely follows the ordinates. There were some minor differences along the bottom contour plotted on this drawing:



These minor differences are OK, since these lines on such an assembly drawing are of least importance. In this blueprint, the key information are the referenced part numbers.

However, some months ago, when I did not have these explicit ordinates, I concluded that the upper fuselage contour was 0.3” higher than on this blueprint (see this post, figures 113-7 to 113-9). It looks like that on this high-resolution photo, which I matched with my model:



Because the explicit dimensions did not confirm these findings, I verified this hypothesis using matched photos of another restored SBD-5:



In both aircraft we can see identical difference in the dorsal fillet shape, but the fuselage, shaped according to the ordinals, perfectly fits the second picture. There is no visual difference, especially as significant as 0.3”. Thus – this higher upper contour is an individual feature of the restored SBD-5 from the first photo. Most probably they inaccurately rebuilt its tail section.

When you are looking into something for too long (as I did in the case of this fuselage) you can sometimes “find” a non-existing feature! In such a case, the explicit dimensions, as these ordinals, are invaluable.

On the other hand, I suppose that these photos depict the true shape of the dorsal fillet. (Unfortunately, its ordinals were provided in a separate blueprint, which is still missing.)

  • Member since
    June 2014
Posted by Witold Jaworski on Saturday, February 5, 2022 3:49 PM

I decided to upload the Blender file in which I reproduced in the 3D space the original ordinates of the SBD fuselage and wing. (I described creation of this 3D reference in my previous posts). I think that in this form they can be useful for other modelers, who would like to recreate the geometry of this aircraft. Here is the link to the *.blend file (102MB) that contains the model presented below:



The fuselage ordinates are organized into horizontal “water lines” (blue), vertical “buttock lines” (green) and resulting sections (red). Each vertex of these polygons corresponds to an original ordinate (data point). For simplicity, I connected these vertices using straight edges. (You can find more details about these “reference polygons” in this post).

As you can see, there are also original blueprints in this scene. In fact, they are the only reason of the large size of the uploaded *.blend file. In the initial view most of them is hidden because they would obscure all other objects. For example: I clipped from various assembly drawings silhouettes of the assembly frames. Each of these images is assigned to the corresponding section.

To manage this complex structure, I organized it into two basic collections named Wing and Fuselage:


Each of these collections contains a sub-collection named Blueprints and a sub-collection named Ordinates. Blueprints contains clips (raster images) of the original Douglas drawings. Ordinates contains the reference meshes (planes) recreated from the numerical ordinates provided in the Douglas blueprints.

Note the alphanumerical prefixes in the collection names (like “#5.A2a..”). I added them just to ensure that each name is unique. (This is a requirement in Blender.)

You can turn on/off visibility of these collections, as well as the individual visibilities of their objects. For example: I manually turned off visibility of most of the reference images. I am turning them on when I need them.

The internal structures of the Blueprints and Ordinates collections differ from each other. In the case of the wing, both are split into three sections: center wing, outer wing, and wing tip. In the case of the fuselage, Blueprints contains just a sub-collection for the bulkhead blueprints (Frames), because there were so many of them. Fuselage ordinates (i.e. polygons) are organized into separate collections for the Buttock lines and the Water lines. There is another collection: Stiffeners, but its data are less reliable, because they were provided as single values per each fuselage station. For the stiffeners #0, #1, #2, #12, #13, #14, #15, which are closer to the fuselage centerline, ordinate tables provided their widths. For the other stiffeners (#3 … #11) ordinate tables provided their heights from the fuselage centerline. It seems that Douglas engineers “traced” them by projecting onto the surface described by the buttock lines and the water lines.

In the Sections collection I placed cross-sections of the fuselage buttock- and water- lines. The only additional information there are the arcs between these data points. (For example – in the fillets that span between the fuselage and the wing, or between the fin and the stabilizer.) I recreated them using the radii provided by Douglas (in the blueprint with the fuselage ordinates). These radii were not complete, but they are better than nothing. It seems that the SBD designers used a fixed 3” fillet radius where they could.

You can easily identify these assumed (non-confirmed) data points of the fuselage sections, because they do not belong to any horizontal or vertical line:



These horizontal and vertical lines are the traces of the corresponding buttock planes and water planes. I left them in the resulting mesh as additional, disconnected edges.

In some water- and buttock- planes I also added a few additional vertices, to match better the eventual fuselage surface. (This is a purely aesthetic purpose.) They are non-confirmed by any numerical ordinate. For easy identification, I colored the additional faces created by such a vertex in brown:



The last Fuselage sub-collection, named Interpolation, holds my approximation of these ordinates. First of its sub-collections, named Surfaces, contains smooth surfaces that I spanned over the buttocks- and water- lines:



I described details of these surfaces in the previous post. They are something between a pure reference object and an initial attempt to forming the fuselage with smooth subdivision surfaces. (Shaping these contours, I learned about the minimum number of the control polygons that are needed to fit all available data points). You can also see there a windscreen “wireframe”. I built it using the dimensions from the cockpit assembly drawings. I needed these lines for reconstructing the shape of the guns cowling, which was not described by the original ordinates.

Two other Interpolation sub-collections, named Frames and Stiffeners, contain smooth interpolation of the fuselage bulkheads and longerons:



In addition, I also modeled the oblique parts of the bulkheads at station #4 (object: R1.Frame#04o), #5 (R1.Frame#05u) and #7 (R1.Frame#07b):



In the uploaded file their visibility is initially turned off.

Ultimately, this file also contains some reference photos. Each of them is assigned to an auxiliary camera which projects this model onto this photo. To easily switch between these projections, download this add-on and install it in Blender. It adds additional Cameras tab to the 3D View property pane (the one which you open using the No key). Use its contents to switch between available photos:



You can find more details about this add-on at the end of my tutorial on photo-matching (see the description around its Figure 104-26).

Playing with these photos, on three of them I observed a difference in the upper part of the windscreen contour:



While the bulkhead and stiffener lines (thin black in the picture above) perfectly match the photo, there is a difference in the windscreen heights. This requires further investigation, because I formed this 3D shape according to the explicit dimensions from the original cockpit canopy blueprints. Of course, I could make an error while creating these lines.

I observed similar (but not identical!) differences in the photos of another SBD-5, from the Pacific Aviation Museum Pearl Harbor:



The resolution of this photo is lower than the previous one. However, it is still enough to reveal this “offset”. At this moment I cannot exclude the possibility that these minor differences were created by the renovation teams. (It seems the least probable explanation, especially in the case of the Pacific Aviation Museum).

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