Re: Tiger Barb Concept - Light Fighter
Posted: Sun Nov 29, 2015 7:31 am
You mean the intruded canopy? I usually do it this way:
- First the main shape, without any identation or anything. It should have even geometry usually, I try to avoid too elongated surfaces.
- Then with the knife tool (K) I go around and cut up the boundary of the canopy glass. I cut up the small structural bits too (see the Bowfin canopy). If ngons ar created by this, then I cut them up to triangles/quads, just to keep it clean.
- I select all the canopy faces, then hit E for extrusion, but I press esc or right mouse, so the extracted faces jump back to where they were.
- Now their normals are still aligned outwards, so with alt+s I can move the faces along them, to create the small inturion needed.
- If you need to adjust the depth later, then you can use alt+s on all vertices except the voundary ones, those need to be slid along the edges with gg, or the 90degree angles will be smoothed.
For,the nase cockpit shape, I usually go around with the knife tool on the fuselage to cut up, where the canopy area meets the hull, then extrude and alt+s or gg away. Or create the cockpit as a separate but intersecting mesh, with geometry that lines up with the goumetry of the fuselage where they meet. Then, usually with gg, or transformations snapped to faces, I line them up preciesely, then delete the unneded faces, and weld up the border vertices.
Hope this helps. :) Not sure if I worded it properly. If it's incomprehensible, I can make a video of it tomorrow.
- First the main shape, without any identation or anything. It should have even geometry usually, I try to avoid too elongated surfaces.
- Then with the knife tool (K) I go around and cut up the boundary of the canopy glass. I cut up the small structural bits too (see the Bowfin canopy). If ngons ar created by this, then I cut them up to triangles/quads, just to keep it clean.
- I select all the canopy faces, then hit E for extrusion, but I press esc or right mouse, so the extracted faces jump back to where they were.
- Now their normals are still aligned outwards, so with alt+s I can move the faces along them, to create the small inturion needed.
- If you need to adjust the depth later, then you can use alt+s on all vertices except the voundary ones, those need to be slid along the edges with gg, or the 90degree angles will be smoothed.
For,the nase cockpit shape, I usually go around with the knife tool on the fuselage to cut up, where the canopy area meets the hull, then extrude and alt+s or gg away. Or create the cockpit as a separate but intersecting mesh, with geometry that lines up with the goumetry of the fuselage where they meet. Then, usually with gg, or transformations snapped to faces, I line them up preciesely, then delete the unneded faces, and weld up the border vertices.
Hope this helps. :) Not sure if I worded it properly. If it's incomprehensible, I can make a video of it tomorrow.