Hey guys!
3D Max 2017
Okay so I’m trying to pay more attention to the finer aspects of topology and such with my modeling. Trying to be more on top of the stats, how the uvs will lay, etc…
I thought I would try to model the attached rocket ship - but with the above guidelines ran into some issues right off. I started off with a sphere, used some soft selection to stretch it out for the basic shape (roughly the shape of an american football) - so far so good. The trouble starts when I use a cylinder as an boolean operand to subtract the canopy hole. When the boolean was done I had all kinds of triangles and roque vertices. Hell of a clean up - never did get it like I wanted it - I wanted the ability to have some clean loops around that area. I don’t have the skills to clean up that mess. 
So what would be the best way to model that part? Seems like boolean is going to be a mess.I’d be interested in learning how you guys would tackle this - good topolgy, clean loops around the cavities, etc… and advice will be greatly appreciated! 
Thank you!
Daf
ETA - Image Credit - To Boldly Go by Matt Dixon