Hey Brygelsmack, thanks a lot for your help. Yeah I already tried out what you painted over, the problem is, that the support loop on the top creates an unwantedly hard edge as well as the two continuous loops on the side.. :/
@AntBay If the manually placed edge loops need to wrap around the bottom of the shapes then the topology structure of the base mesh will need to be changed so it redirects the edge loop around all of the corners and down along the bottom edge. Below is an example of what this process could look like. Here's a simplified…
here's my approach to this. Not the best way though. -get a quadball -flatten -delete loops and spherify -bevel center edges to get the shape -bevel related polys -add control loops -final spherify the outer polys -call it done
Cool! Thx! I even disabled those graphite toolset, thought it was just a 'visual duplicate' of common Max-tools. lol 'Straighten loop' does the job for me! Is there a way to choose the 'slope' of that edge-loop? So I can adjust it without changing the Y-position of my vertices? Or do I just have to put my vertices in the…
4 quick steps: A. Make 6 sided cylinder B. Bevel/inset Top/Bottom faces C. Select and Bevel 6 edge loops(at once, of course) D Loop slice, with 2 symmetric loops And another one for fun, turn a cylinder into a hexagon. A. Create 18 sided cylinder with 3 segments, scale to desired proportions B. Select every other third…
@yakoho One option is to cut vertical edge loops in the fuselage to match the segments on the wings before joining the two. Where the wing is partially connected I can see potential problems if the vertical loops are cut into the skewed horizontal loops. It might be worth going back a step on that section of the fuselage…