How To Model

A Private Jet In Blender

This brief overview is intended to serve as a comprehensive general guide to the modeling methods that are showcased in the Time Lapse video below. This is a more detailed explanation of the methods used to create this particular Private Jet. This model was primarily designed by eye, beginning with a simple cube and gradually evolving into a plane.

1. Start with a cube and scale it to the desired length of the plane.

2. Add a loop cut down the center and delete all of the faces on one half of the Mesh.

3. Apply a mirror modifier. (This will help to keep the mesh symmetrically even on both sides while allowing you to work with only one side of the mesh)

4. Add a series of vertical and horizontal loop cuts. (This will allow you to work with the mesh in more detail)

5. Now you can block out the basic desired shape of the plane using the Gizmo Tool or hot key Control+G. (The desired shape can be achieved by eye or by using a reference image)

6. For the wings, select the desired faces on the side of the mesh where the wings should be located then extrude the faces to the desired length of the wing. Now with the extruded faces still selected, scale them down. Use the same process for the tail fins.

7. For the windows, switch to select vertices then, using the Gizmo tool, arrange the topology so that the faces are positioned where the windows should be located. You will want to be careful to maintain the shape of your mesh. (This process may take some patience and finesse)

8. Switch back to select faces and select the face of your first window. Use hot key “Control+I” to inset the faces slightly to create a border for the window. Then use hot key “Control+E” and intrude the faces slightly inward for the windows. Do this for all of the “window faces” on the mesh.

9. Once the windows are all created, select all of the window faces by holding down “Shift” while clicking on the window faces. (make sure faces is selected on the menu at the top left of the window)

10. For the Jet engines, add a Cylinder and position it near the tail of the plane (on one side) Scale the cylinder to the desired length and size of you engine.

11. Select the round face at the rear of the cylinder and use “Control+I” to inset and then “Control+E” to intrude the face inward. Then do the same on the front face.

12. Add a series of loop cuts around the diameter of the cylinder then select the added loop cuts (hold “Alt” while clicking on an edge or face. Hold “Shift+Alt to select multiple loops) then scale the loop cuts to create a sort of egg shape around the diameter of the cylinder.

13. Separate the intruded round face by right clicking the click on Separate > selection and then press “control+I” to inset (Almost all the way to the center) This will create a series of Triangle faces.

14. Select every other triangle by holding shift wile clicking on the faces then use “Control+E” to push those faces even further back. Now separate the selected faces the same as before.

15. Now you just have to fine tune the shape of your mesh. Be sure to “shade Smooth” the jet engines and the body of the plane. (in Object Mode Right Click > Shade Smooth) This will give the mesh a smooth finished look. Then will ready to begin shading.

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