On Thu, 6 Jan 2005 14:36:57 +0000, Matthew Law <[EMAIL PROTECTED]> wrote:
> I've just thought that I might be able to get a really nice smooth but > higher poly model by using nurbs surfaces to model half of the fuselage, > say. Then I'll convert it to a mesh and duplicate, mirror and join it > to make the whole thing. Does this sound reasonable? I experimented with stuff like that early on, but in the end, I found the most success just building my meshes by hand. For the fuselage, I usually start with a mesh square in front view, then I split edges and move vertices until I have a cross-section of the widest part; next, I switch to side view and duplicate that square forward and backward, adjusting its height to fit the fuselage side profile; then I go back to front view and adjust the shapes of the cross-sections (also from top view, usually), then I connect them all up. A similar approach works for the wings and horizonatal stabilizer or stabilator. All the best, David -- http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d