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.