Hey @clark_tee looking at reference I am pretty sure wing and fuselage are not one connected body. Also for hard surface stuff continuous mesh is rarely a case in real life so its best to approach stuff like this in a way how its built (section by section)
You could probably add a support edge at the top. Should reduce the pinching. Maybe something like this? It's hard when you don't have the whole model, so someone else is gonna have to help you with the parts in circles.
This might actually help. Basically it's part of the boot, going over into a hard-edge shape over it. But it needs to be clean. Not to mention I got a few more edges where I have the same problem, but it's not really viable to do it that way *sigh* I hate my life :P Basically speaking, I need to retain the shape of the…
Several ways, model all the panels, cut into them and separate them, the opposite, model therm separate from the beginning, keep it solid and cut into it in zbrush using hard surface brushes, use spline lofted floaters. take your pick.
The black piece with the horizontal slits. Creating those circular holes isn't too hard because they're on the flat sides. The slits, however, are right on the rounded edges and I don't know how to make those without anny pinching errors.
I don't think it's supposed to be just hard surface models in this thread. It's just that most of the difficult modeling issues are how to make that kind of mesh. here's a page from the wiki you might find useful: https://polycount.com/discussion/80005/face-topology-breakdown-guide/p1
^sexy @cytric, i think you could simply do something like this, really isn't hard :p obviously refine it and add more geo where needed, simplest way of tackling it would be to shift drag edges into position imo Cipher
More geo! but where? Tough corners and I've tried some things but it's rather hard to loop around the entire section (from southwest to northeast) because this is an object that goes from round to more square ish where the hole is. Some help would be appreciated!
Hello! I've got a problem with highpoly geometry - it's a cylinder with some details on the cap side. There is need to make details with hard edges, and keep cylinder's form. Looks easy, but I tried a lot of variations, and all of them make problems. Can someone help me?
You are thinking to hard into it Taco, that is a really simple shape. I did it similar to how Bek described it. If you need to sub-d the model then add your support loops, if you need a low poly then collapse all those edge running down the middle.