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Does any have tips for modeling cockpit windows ?

Osian

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netherlands
As the title says I just can't get the cockpit right any tips are very much welcome :P
I am working with Blender
 

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That area is usually the hardest place in the entire aircraft. I normally have to use the Slice Plane or similar technique to split up/combine the existing polygons until I have polygons the shapes of the windows, then place them into their correct locations. Then add and move polygons in the area until I have a correct (and smooth) shape. Others might have better techniques?
 
Tom is Correct, Took a Long Time and Manny Trials, to Figure out a Methodology, and each Aircraft can be Different !! Try Creating Two Objects, the Fuselage forward of the Cockpit Area, and the Fuselage Aft of the cockpit area, Delete the Facing End Polygons, then use Create Poly Modifier to Connect the two areas together. this seems to Let the Fuselage shape its self, and You can See Exactly where the Glass Panels need to Go, of course this is for gmax/3dsmax, but the method should be the same for Blender ! Be Interesting to hear how others create this area, good Luck
- Johnman :cool:
 
I have to concur with Tom and Johnman. The cockpit windows are very difficult to make and a canopy is a nightmare for me. I have uncounted hours reworking over and over again the canopy on my latest project. Some will say a canopy is easier but I think what you are working on would be easier. I recommend that you cut the forward section of the aircraft off and export it to a separate file and work on it. Experiment with different modeling techniques until you find it acceptable. You may go through a lot of attempts before you are satisfied but every screw-up adds to your knowledge base so it's worth the time. My rule of thumb is beat the crap out of it until it conforms or dies. :mad:
 
My rule of thumb is beat the crap out of it until it conforms or dies. :mad:

My kind of guy :D

I wish there was an easy way to do it. I tend to do the main body (including the area in question) using the cross-section method and only working one half until I'm happy with the shape. A huge part of that is trying to massage the mesh such that it flows in a way that makes cutting the windows easy.

Unfortunately that is not exactly "easy" and involves a lot of time, beer, and an occasional sacrificial rubber chicken.
 
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Unfortunately that is not exactly "easy" and involves a lot of time, beer, and an occasional sacrificial rubber chicken.

I'd say the ratio for that would br yours to decide ofcourse.

The way I found it "acceptable" was by making the windows edge from the side view, then going to the fron view and move the verts you've created to.match the from view aswell and then do the same thing from the top view. Now you've got the "window" I usually extrude it and (hope I don't get shouted at right now) perfrom a boolean with it....
 
Part of the problem is getting really familiar with the shape of what you're modelling. Early in a project you think you know what the shapes are, then another photograph shows a different angle and you realise it's more complex than that. Or you get a look close up at the real thing and what seemed flat is subtly curved and none of your reference photos show this.

You know you've got it bad when a museum visit fills your head with thoughts of extrusions, modifiers and yes, Booleans. There's no one size fits all answer.
 
I have kind of found a way to do it but it is like you all said very difficult to do that part haha :D
 
Hello all

In my humble opinion, this is a matter of patience and a good understanding on what topology means. For a good review, I highly recommend this awesome videos. It doesn't matter what program you are using to model, all concepts apply:

In this playlist, videos 15-18 explain topology in detail:
https://www.youtube.com/playlist?list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC

Once you have are more comfortable with this ideas, you only need to construct creating "loops" of edges around the points that match your windows... It's been said that an image worths a 1000 words:

Topology_01.jpg


Topology_02.jpg

Topology_03.jpg

Topology_04.jpg

Topology_05.jpg


Of course, those are far away to be perfect and efficient; nevertheless, I hope this helps you to get more ideas.
Don't stop trying and working on your project.

All the best,
Sergio.
 
The problem with the DC-4 is that the glass is flat, and you need to mold the mesh around the flat windows. Thus making polygons the size and shapes of the windows and starting there is what I suggested.
 
The way I learned to make cockpit windows is kind of a hybrid between the aforementioned techniques and the method that "MrFaosFX" showed me. Basically, I create cross section spline shapes for the nose in the front view that closely match a reference drawing or photo. Then I create and tweak 3D spline shapes for the window outlines, convert those to an editable poly and perform an inset for whatever polys are included on that specific window. This basically completes your windows, and you can extrude/reshape the mesh produced from your nose cross section splines to closely match your window frames. Then all you have to do is get clever with bridging and cutting polygons to make the mesh flow more smoothly. More edge loops or smoothing modifiers can be added as desired.

This general strategy has become a kind of rule for my modeling workflow: Model what you KNOW is correct first, then everything else should fall into place around it, producing a more accurate model than you would get by trying to build features on a potentially inaccurate base mesh.
 
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