b-25 Mitchell Solutions are well come :)

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Old 08 August 2013   #1
b-25 Mitchell Solutions are well come :)

Hi, this is the first time that i write something here, normally I try to find solution by my own. However this time I think I need some tips.

Can i use triangles to avoid that quads mess in this geometry?
I already try with edge loops too but the mess is almost the same.. and this way is very complicated have a sharp smooth model..

Really ANY tip/solution are VERY well come.

Thanks
https://www.dropbox.com/s/vr60fhc0t0jg6bw/cgS_1.jpg
https://www.dropbox.com/s/n4s7iyw09ftla68/b-25.jpg
I'm sorry but I don't know how upload the images...
 
Old 08 August 2013   #2
make little triangles outside the corners of your windows connecting the hold edge loops instead of dragging the loop all the way down into your plane body and trying to resolve it there resulting in that funky geometry.
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Old 08 August 2013   #3
Less is more my friend. It also looks like your windows are part of the plane's mesh. They dont need to be and in fact, id make them separate meshes. That way the topology doesnt need to be so dense to connect all the parts.
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Old 08 August 2013   #4
I wouldn't worry or be annoyed of having such a mesh.

If you want a smooth edge somewhere, you have to have some polygon edges running along that edge. How things looks above and below the edge is not as important.

On a near flat surface, you can get away with alot of things.

By adding more edges to the geometry where it is necessary, the surface becomes more and more flat, and as long as there aren't any bumps, the end result should look ok if not simply good.

If you put on a shiny blinn shader, it is much easier to spot bumps in an uneven polygon surface.
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Old 08 August 2013   #5
Not sure if it is relevant, but a trick you can do, for having a denser mesh in the nose and a less dense mesh in the middle, is to smooth one copy at lvl 3 and another copy at lvl 2, AND then you can cut away parts and join the two differently smoothed surfaces. A little fiddling is required though.
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Old 08 August 2013   #6
triangle question

Originally Posted by mlager8: make little triangles outside the corners of your windows connecting the hold edge loops instead of dragging the loop all the way down into your plane body and trying to resolve it there resulting in that funky geometry.


I'm doing some modeling tutorials from digital tutors and all they say that we should avoid the triangles.. You think in this case can be a ok use it?

Thanks for the help
 
Old 08 August 2013   #7
The only real reason to avoid triangles is to prevent weird creasing or artifacting on a deforming model. Like avoid triangles on the arm of a character that's bending. For a hard surface model like a plane, it's not going to do any harm.
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Old 08 August 2013   #8
Thanks!

Hey guys, thank you so much!!
Finally i did it! and looks really good with clean meshes.
 
Old 08 August 2013   #9
post it up!
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Old 08 August 2013   #10
here it is

Here it is!

https://www.dropbox.com/s/2n0h5gh7ajq474c/newMesh.jpg
Attached Images
File Type: jpg newMesh.jpg (41.1 KB, 3 views)
 
Old 08 August 2013   #11
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