by Katahu » Thu Jul 03, 2003 11:52 am
Answer to Oz's question:
Splines are usually used for making complicated models like sports cars (Nissan Skyline) and faces of people. Splines are very good for handling the complex curves that the model will have.
However it does have its downsides. Using the spline a lot for making the curves will mean that the polygon count will be EXTREMELY high (the high number needed for the curviture).
Splines are not very useful when it comes to making aircraft. Aircraft are made better with simple objects (boxes, cylinders, spheres, etc). If you try to use a spline to make an aircraft, you will then have to individually move the points (vertices) one by on so that carefully match the surface. And that will take forever.
As for the meshsmoothing, it is a modifier that is commonly use for basic objects so that you can smooth out the surface of the objects. I'm not going into detail on how to use the features (that is the purpose of the tutorials). Those details are too complex anyways.
The cockpit wall that you see (interior) is really a simple cylinder that has its Normals (polygon surface) flipped inside-out. Then the flipped surface is then extruded as a unit (it comes in the same size though). Then I use Uniform and Non-Uniform Scale tools to size up and stretch the extruded surface.
Then I add the mesh smooth modifier to the object. Where it says itterations in the modifier tab, I increase the number if I want (in this case, the number 2). The higher the itteration, the more smooth the surface is. But also the higher the polygon count.
Note:
I do not collapse the modifier stack for any reason. By keeping the stack as it is, I can go back and forth on the modifiers to make any needed changes. From here, it gets a bit complicated.
Answer to Jlvandam's question:
Sure, I'll send you the cockpit model. I'll compress it for easy sending.