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Good shot of this R-1820 (late series) !On a T-28.
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.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!
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.
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.
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.
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 ).
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).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).
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):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.
No, I did not. (I know at least two professional modelers who use Cienema 4D. One of them - Marek Ryś - use Blender for modeling and Cinema for rendering)(...) I just switched over to Cinema 4D for much of my work. Have you used it?
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.