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Posted

Close...Make the mods on this pic, and it should be pretty good. Notice the yellow triangle on the bottom of the back window...you need to keep the lines (forming the top of the triangle), but also cut the line that extends vertically between the apex vertex of the triangle to make the bottom. In other words, make it look like the picture.

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Posted

I'm not sure if it's an unusual angle of the model, but I can still see slight bumps in the fuselage and a seam running up the middle.  The seam can be fixed but perhaps you should look into "proportional editing" when resizing the different sections of the fuselage so it smoothens out a bit.

The seam in the middle needs to be S,X 0'ed to make it a clean join.

Overall, it's coming along nicely.

Goran

Posted

No...the reason for that seam is obvious. I think what he is referring to are:

Which are caused by:

The loop cut tool is really, really handy when it's used properly. To use it properly though, you need to make sure the distance between each loop stays about the same, and reduces gradually down to the point of the nose. It appears that you have areas where you used the loop cut tool to make a new loop, rather than using edge slide to bring the loops closer together...if that makes any sense...

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Posted

Not sure if you know about this, Rafael, but you can make several loop cuts in one section but selecting the loop cut tool and then using the scroll wheel to increase or decrease the number of loop cuts.  This places the loop cuts an equal distance from each other in the specific section you are trying to shape.

Goran

Posted

I wouldn't encourage the use of that trick in this particular application. While each of the new loops will be equal distance apart, that distance won't be the same as the distance between each of the original loops. Pretend these "l"=one vertex loop. Using this technique, you'd end up with a mesh that looks like this:

l  l  l  llll l l lll l l

l  l  l  llll l l lll l l

l  l  l  llll l l lll l l

l  l  l  llll l l lll l l

l  l  l  llll l l lll l l

It should look like this:

l  l  l  l  l  l  l  l  l

l  l  l  l  l  l  l  l  l

l  l  l  l  l  l  l  l  l

l  l  l  l  l  l  l  l  l

l  l  l  l  l  l  l  l  l

Make sense?

Posted

Rafeal there are hard edges here.:-\. Also please post a front view because the embraer's have a distinct shape that I am not sure you are modelling on. Otherwise looks good. The bottom part is strange because the nose part of the fuselage abruptly increases in size and stands out.( I hope you are getting what I mean here)

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Posted

Looking MUCH better. For these modifications, use the edge slide for the verts on the window frame, and use the scale to cursor technique for single verts in lines that aren't straight. Some of the lines will require you to simply grab them and drag along the x axis (in the case of the front view). The bottom verts samen mentioned are fine. It is simply a trick of the eye caused by the angle and shading.

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Posted

Unfortunately, I have some bad news. Alex showed me this earlier:

Now, don't flip out and give that melodramatic I'm starting over speech...this isn't the end of the world. Most likely, what happened was that the ref pic you were using was not a dead on side shot. This isn't an easy fix, but its fixable...so fix it. Don't waste your time starting over. Good luck. It happens to all of us from time to time. To make pics flat, use the lens correction tool in PS.

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Posted

Raf-

I know I typically give you somewhat dickish encouragement, but now I think it's time for something positive: That mesh you have, while not perfect, really demonstrates a significant amount of progress. You still have quite a bit to learn, but you've done some good work! Keep it up! How does the wingbox look?

Okay, back to blunt commentary.

-Nick

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