Part 3 of 8: The Plane, the Digital Plane...
One huge task that the filmmakers knew had to be handled first was creating the aluminum antagonist: the DC-10. Jeremy jumped at the task since he had recently built a 737 for another project, and knew the process well. What he wasn't ready for was the fact that most of the shots in 405 required that the camera be very close to the plane. As a result the model needed to be very detailed. The entire process of building the plane in the computer, creating the image maps, and "dialing in" the look of the surfaces took over a month.

Building the Plane - Piece by Piece
The actual process of building the plane meant many long nights in Lightwave 3D's Modeler. The first step involved collecting reference material in the form of schematics, photos, diagrams, and books. Orthographic views were scanned and placed into Lightwave Modeler as background images . From this template Jeremy could start laying out the general shapes that comprise the plane -- a cylinder for the fuselage, triangles for the wings, etc. Once this simple first step was finished the more difficult part began, making the shapes look real. Like many complex computer models, this DC-10 is made up of numerous smaller parts. For example the wings and jets are made up of over 25 smaller objects. This serves two purposes, first it makes modeling them easier, and second it allows these individual parts to be animated and articulated separately. Nearly everything that can move on a real DC-10 does move in the final film. This meant that each flap and control surface had to be modeled individually from the wing and all of the landing gear and doors needed to be animatable. So a fairly large simple jet turned into many small intricate pieces with individual controls.

Making it Real
Some of the photographic reference gave Jeremy more questions than answers about how various flaps and hinges looked and moved. Luckily for the filmmakers an acquaintance, an airline crew chief who worked on DC-10's extensively, was able to get a copy of the actual manuals that the mechanics use. This prompted another later favor. Jeremy and Bruce were able to visit a DC-10 in person. This close-up survey of the real airliner (which was opened up for its annual maintenance check) answered all of the questions Jeremy had and reassured him that his model was accurate. It also reinforced just how incredibly large this plane is. After that night some of the shots had to be reanimated to make sure that the true scale of the plane was apparent.

Skinning the Beast
Once the model was done, it had to be surfaced. This means telling the computer what the surface of an object actually looks like. Color, reflectivity, dirtiness, bumps and groves all need to be carefully defined. During the modeling process each section of the jet was given a surface name. This name defines an area where Jeremy could apply a color, determine its reflectivity, or modify the surface in some way. To make it look completely real, surface maps were used to bring even more detail to specific areas. Jeremy created from scratch all of the different maps in Photoshop to affect the DC-10's color, reflectivity, bumps, dirt, and transparency. Again the trip to see a real DC-10 paid off. During Jeremy's research he was amazed by the fact that all of the pictures of the jets that he could find looked fairly clean. Not the case up close and personal. The photos Jeremy had collected were often press release photos of brand new or freshly cleaned jets. In reality they are very dirty. Streaks of grease and hydraulic fluid pepper the underside of the wings. The exhaust from the jets scores and blackens the metal with heavy carbon deposits. These details are what makes something look real and as a result they ended up in the final maps.

The final 405 DC-10 is comprised of 59 different, linked objects, 142,439 polygons almost 100 megabytes of image maps.


 
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