I still have difficulty with modeling curved hard surfaces - they take me ages. I'm making a Spitfire and would like to know if I'm going the best way about it and any other good advice. This isn't for game design, I'm looking to make a high poly model for visualisation.
Initially I block out a low poly model to get the rough proportions and position correct. Then I go for the high poly.
To be true to the object and to get filleted joins, I'm trying to model the body, wings, tail fins, exhaust hole (side of the nose), vent (under the nose) and cockpit hole all as one form.
I'm working with a 24 sided cylinder (I feel maybe 32 is needed) for the main body. If I use less than this, I feel there isn't enough geometry for all the parts but I find working with this high number of polys very busy and frustrating :poly127:. I haven't got to adding the hard corners yet neither.
I'm using 3DS Max 2010
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Sticky: FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d
A couple quick examples, I googled "aircraft subdiv".
http://www.cgal.org/Tutorials/Polyhedron/
http://www.fallingpixel.com/3d-models/3456
http://www.the-blueprints.com/blueprints/ww2planes/ww2-supermarine/24974/view/spitfire/
How could this be done while keeping a smooth curve onto the body? Is this a better way to do it?
Can you explain more?
I will. I just find it takes me much longer than it should.
Sorry, my suggestion won't work on the front wings. I thought it was a hard edge, only the back looks hard
I can put you in touch with some of my colleagues who worked on IL-2 Sturmovik and MS Flight Sim. We can give you alllll kinds of tips about modeling aircraft. References, too, for that matter.