[3ds Max] How to achieve a shape like this??


#1

I’ve tried pretty much every modeling method I know, but I still can’t get this exact nose/cockpit area shape correct! :banghead: I tried the cylinder method, FFD’s, splines, and even just piecing together a bunch of sections that I had the best reference to, then welded them together. Still not what I wanted! You can see the shape in the photos below. Notice how it looks like a simple tapered cylinder at first, but when you look closer, the part with the cockpit windows takes on a different shape than the upward slant from the nose tip. I’m totally stuck guys, and would really appreciate any suggestions you here at CG Society have to offer.


#2

Anybody out there??


#3

post your wires, it would be easier to see where you made a mistake, in general - you just have to move the points, that’s pretty much what any modeler will tell you.
show your best version.
thanks.


#4

This is the best attempt I could make:

As you can see it looks fine from the side, but from the upper left side it’s a different story. Note that I never intended to make the side of the nose bulge out like that in front of the passenger door…I just used an FFD on a cylinder.

I guess the cockpit windows don’t look as bad as I had mentioned before, but when I’m building mesh around cockpit windows that DO look good, it doesn’t want to take on a nice natural curve from the forward fuselage.

Maybe I’m crazy, but it just doesn’t look right to me. :surprised


#5

I’m no expert but i see some strange topology around the windows area and some poles that may be causing your flow issues but once again no expert XD


#6

yes, i agree with BenDstraw, you do have triangles… this is the main reason why model doesn’t look right,
marked image

as you go around fixing the outlined in blue problem areas - you will see how your model starts to look right.


#7

Wait…so I shouldn’t have ANY triangles at all? :curious: I don’t see how I could make junctions between areas and those rounded corners on the door without using tri’s…And from what I know, mesh is already triangulated. :hmm:


#8

Create a simple cage mesh that subdivides cleanly, leave out the windows. Add as many iterations as you need to create the windows (even geometry works best), collapse your mesh and then start deleting quads to form the window openings.

In other words, you need more density to support that kind of details in a round/circular object. You could use smoothing groups and “double smooth” trick but there might be artifacts with that approach too.


#9

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