Have the whole blockout done with plane extrusion, just having a hard time getting the shape of the cockpit glass just right. Understood. I thought it may have been a bad a approach since Jets are cylindrical and your not supposed to move verts on cylinders, or make them yourself from planes.
Yeah just use the connect tool and either slide it down to where you want it or have the verts move along the edges and push them to where you want them. I use the connect tool like a mad man for all my high poly work. Discover it's magical wonders.
You need to keep even distribution of edges on the cylinder, otherwise you ruin your cylinder shape. So use the original vertical edges of the cylinder as control loop, without adding more or moving them. If you need to edge to more defined you may need more edges on the cylinder.
Filip, build the main body. (the bigger parts). Move on to the secondary part of the car (the second biggest shape). Use that as a cage before cutting holes . quoting Neox Neox said: nail the shape first, subdivide for more res, do the holes. once those are locked in, you should not have to touch the shape
Dliskovecjr, One way is to start with a hemisphere and move alternating border verts in Z. Then you can edit the mesh as needed for the details. The fluted pieces can be started by extracting a spline from some of the edges of the mesh. My example is pretty simple, so you may need 'moar geo' for yours.
i really hope im just stupid and cant find the option, but is it possible in max for the move, scale, rotate gizmos to be relative to surface normal? im trying to scale a face that is angled to the XY plane but its really tedious doing it and then correcting the mistakes made due to the angle. thanks alot :D
@Obscura I played around with moving some of the verts on the flat edge down to make a curve but I am stumped on how to get the indent that doesn't mess up the vertical straightness seen in the reference image. Sorry for my lack of knowledge, learning :P Thanks so much for helping me!!
If you want to remove edges / optimize a model without breaking your UVs it s easy. CTRL+Backspace is max default shortcut to remove edge and get rid of vertices. click me I use Q for edge loops , W for edge ring and CTRL+ALT+C as collapse for shortcuts (just to let you know as it might be confusing) STL modifier highlight…
Great stuff Perna. It is very much appreciated and makes a lot of sense in terms of what is actually going on during the subdivision. The only part that I have a question about is `B - This loop has no purpose'. I originally placed that one there to ensure the cylinder's verts from that point up to the top would stay…
One silly noob question. After chamfered a loop, i made a one segment connect but of course it gets flat like grait plains, so how to fix this without vertex pushing/pulling? Have tried to move or scale the edgeloop but of course it ends up with endless poly/vertex pushing. Thanks!