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…
It's hard to say if you're on the right track without seeing it. It really shouldn't matter what you start off with as long as the final edge flow and polygon distribution are solid. You can hack in edges and loops wherever you need them to be, you don't necessarily need to chunk up the original primitive to give you more…