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FSX Piper Comanche

Oh great! Thanks for the images that will surely help, specially those places where the roof becomes the wall, which is giving me some headaches.
 
So, I now sorted the fuselage problem out, I had to add quite a lot of edges as you can see (like 4 on each fuselage edge). I don't think it's the best solution but it's the one that satisfies me. I now have a non-modelling problem that I don't know how to solve. My axis disappeared, and I can't move any edge or vertex by the edges like I usually do, I can now move them freely and it's annoying me (check the following image, the red circles)



And this is how it looks with the wireframe on

 
Nope, it's not doing anything... I can't even edit the edges now and pressing X again does nothing either
 
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From the picture it appears you still have the mesh smooth modifier active. You can't edit geometry in that state.
 
Hitting space does anything, as well as going into "Parameters" menu and turning the Gizmo on

From the picture it appears you still have the mesh smooth modifier active. You can't edit geometry in that state.

I undone the MeshSmooth operation, but still I'm not able to modify anything. I'll try to convert it to an editable poly (which already is).

EDIT:

Any clues?



 
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You may have accidentally locked your object, right click and see if you can select unlock or something like that
 
Hmm I have finally "unlocked" it... I still don't know how but I can edit it again thanks everybody for the help!.
I'll have to do the intake scoop in the front. Any I deas on how to do it? I'm thinking of doing a cilinder and then attach it to the main fuselage.
 
Whats cool is if you can get a basic mesh to be like that Cessna 182 above, you can use Graphite Tools/ Ring Selection (on certain rows) and use Flow Connect to bring in a new Loop (Edge Row) to help smooth out a row. Using Flow Connect, the program uses a unique algorythm to produce perfect AMAP curved centering of the new loops that you put in. So you can use 1 Iteration of a very basic Base Mesh to smooth it with, then add a Editable Poly, and insert some more Edge Rings to further round certain keep area's to help it look super smooth but not overly heavy with Polygons...
 
Yeah, I saw that when I smooth the fuselage out, I get some weird edges. I'm now reworking the wings, and I might redo the fuselage. I still have to think about it

EDIT: New reworked wings. Looking much more better now, lower polys and cleaner.



I think that I have discovered why my plane looks weird. The air intake ends up in right in the limit. Like now it's much more PA11-like.
 
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from a newby of the matter I think you should add more edges to that wing above all to the wings tips and edges :cool:
No much more just one to conform te edges of the wings If your are working with meshsmooth
 
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Thanks for the comment. I'd say that the fuselage is finished! (apart from the scoop, which will be square like some models have). I have to re do the tail section and after that the windows will get cut open.

This is the "basic" mesh.



This is the smoothed mesh.



And... I can't close this gap in the wing, Connect won't do the trich and if weld them it gets a weird shape.

 
Nice.

Although, I would recommend to use TurboSmooth or NURMS instead of MeshSmooth.

They are more advanced and give better quality.
 
I agree with Skinner. NURMS is brilliant, and TS is second choice for me. Mesh Smooth uses a different algorithm. Not the best. Sort of messy.

Also, with using a modern version of Max, you might try working almost always in Editable Polygon mode instead of Editable Mesh. Poly has more options. Mesh is old world now.
 
But MS has a "NURMS" mode, anyways I'll search a bit more. So far, I'd call the basic structure complete. I have now attached tail section and wings but I now have some troubles on welding the wing and tail section to the fuselage.





EDIT:

Using MS with NURMS subdivision is the same as pressing "Use NURMS subdivision" on the side panel. TurboSmooth gives smoother results but with much more polys. The latter is the one that satisfies me the most.
 
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So I finally could join the fuselage to the wing with boolean operations. I know it's not the best way but it's the only way I could find to do it. The problem is that I can't get a clean cut in the intersection, this means that there are polys that are left "complete" to both sides of the wall. I'll show what I mean.
You can see the same poly to one side and to the other, the poly next to it it's okay.





Do you know any other way around this?
 
The way I do it is using the Cut tool to cut the wing shape to the side of the fuselage, and then extrude the edges I get to create the wing itself.
 
The way I do it is using the Cut tool to cut the wing shape to the side of the fuselage, and then extrude the edges I get to create the wing itself.

I know it's the best way and way I should have done it, but given that this wing looks much more tidy I'd like to know if there's a way to do it
 
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