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Crj-200

Your surface modifier has 37 steps in the patch setting. Try a lower number, perhaps? ;)


Sent from my mobile .. words substituted by iPhone at will.
 
Your surface modifier has 37 steps in the patch setting. Try a lower number, perhaps? ;)


Sent from my mobile .. words substituted by iPhone at will.


You are right after lowering the steps to 5 0r 10 I got another result which was more pleasing. but there was still this odd surface issue with lower steps, So I decided to follow Lion Hearts advice to create a new wing using his recommended method of doing a initial spline converting it to an edit poly and extruding it outwards till i reached to tip in of the winglet I am indeed very happy with the result and its easier to edit because there arent that many polygons and vertices.

Heres a render of what I have till now

1894216-1.jpg


as you can see these winglet is now more defined and has a more realistic shape and theres is no reduction in quality if anything I think its more defined. with the complete fuse and the wing added I think this plane is starting to look more like the real thing.
 
It's beginning to take shape! Good job at the rear. You don't have to use so many steps for the wing spline...the steps is only to give you an idea of what the wing will look like if you assemble the mesh that way. I usually continue to add a vertex here and a vertex there while having show end result on and working with cross section, I can see the mesh work taking shape (this is a manual approach) the steps are used if you just want something quick and don't want to bother with it.

Also let me point out a CRITICAL factor, if all of your vertices are Bezier corners, they will produce VERY DENSE meshes, when you created your wing profile using splines, that is where you add the vertices and once you are happy, you turn them in to corners, they will not be curved but if you added a good amount you can still achieve a good curve, then when you use surface, surface only skins on those when the steps is 0 but if they are Beziers, it will multiply like the Ebola Virus.
 
Ive hit a dead end.


Nosecone.jpg


After making the decision of re-modeling my plane and force my self to use splines i have come to a hard dead end and i don't know what to do
.

How did i come to this?
I created a outline of the nose cone then cloned the splines and re sized it. Afterwards I used cross section. and a surface with step 2 and threshold 0.
Then I took the first spline of the fron half of the nose cone and a cloned it back and started resizing back towards the window and did the same process
Cross Section and Surface Threshold 0 Steps 2 and thats the result I got.



Please help.
 
thanks rafa, I also found that using a smooth modifier also helped me of getting rid of it. But the Fuse also woked. Thanks
 
thanks rafa, I also found that using a smooth modifier also helped me of getting rid of it. But the Fuse also woked. Thanks

I always use smooth to check my work but when its time for texturing, you'll find you'll have to throw it out and use the smoothing groups for when you do multi-material mapping.

Here are some tips that may help ya out, I am no expert, it's just this is the way I always make aircraft.

1. I build a spline for the cockpit windows, they can just be lines connected together.
2. I start work on the nose cone area and then begin observing the relationship of the mesh and its proximity to the cockpit windows.
3. I model the fuselage section and bring it towards the nose area shaping the nose as usual using 3 views.
4. I start modifying vertice positions to conform to the cockpit windows and make adjustments to correct any smoothing errors.
5. I delete any polygons that will not be needed.
6. I create a spline patch for the area that connects from the nose cone to the cockpit windows the top part only.
7. I add the top section if I required a small area in between the fuselage mesh and the cockpit windows.
8. If the cockpit windows are correct, I turn them to Edit Poly and form the inner shape by extruding a chamfering the corners.
9. I move to another location on the aircraft...but if I was going to continue work...
10. Turn all splines around the nose area to Edit Poly, begin attaching from fuselage and collapsing vertices.
11. Correct any smoothing or geometry errors that may have resulted from the attachments.
12. DO NOT ATTACH COCKPIT WINDOWS TO FUSELAGE...or texturing them will be working OVERTIME.

And so on and so on ... every aircraft is different but I normally follow this checklist.
 
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oh yes tom we have all been there with crazy cross sections going all over the place. :confused:
y
But in this case the aft nose is a seperate part from the Nose. its just a copy and then a clone fore the bigger parts. Thankfully I got it setteled when I added an edit poly Modifier and give it its smoothing group. It helps well because you get to keep it spline while its still an edit poly.
 
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