I’ve been going through this YouTube tutorial on airplane modeling for practice and have hit a rather frustrating issue that isn’t addressed in the video.
I started off with a cylinder mesh that i modified into the general rough spec of the body similar to this point of the YT video.
However when I progress and add the subdivision and mirror modifiers, the nose and tail of the plane now have an open face
Upon closer inspection, I noticed there are some weird overlapping vertices happening, which is creating unwanted creases on the body.
I’m still relatively new so forgive me if this is an easy fix but Ive spent the last hour trying to close the hole using various methods (fill ,grid fill , merge/dissolve vertices, etc) but nothing seems to be working. How do I get this to close and also have a nicely rounded nose and tail without weird creases being created? I’m using Blender 2.8.3.1 if it matters.
The “Merge by Distance” operation has a value, try to increase it by .00001 - .00005 to see if catches the duplicates. Remember when you extrude something and cancel any translation or scale, you still duplicated the verts.
If you want to challenge yourself a bit, activate the “Auto-Merge” option in the N panel and also turn on vertex snapping. Then move the verts where they should belong.
Another way is to select the edge and dissolve it. Click the left 3 verts and press J to join the path.
Edit: for the rounded nose you either grid fill it with the desired offset and then use the “to sphere” function for your grid. Or you set your 3d cursor to the center of that edge (shift+s > cursor to selection) and create a rounded cube, capsule or sphere with the same amount of edges. After that, join both loops.
Hi Xortag, I may have done it incorrectly but selecting all or part of the vertices where the open face is and changing merge by distance or pressing J does not do anything for me.
Auto merge made it look like this which looks like it got crumpled in
Thanks for uploading that quarterpound! Alright, first thing I noticed is there is a little group of vertices hanging out that looks like they’re connected up but they’re not. Go into wireframe mode with Z and use C to circle select the several vertices there and just remove them. That should let you see the part of the loop that you’ll need to subdivide to connect the other faces with F. Before you do that, select all the verts on the open side while still in wireframe. Use a ridiculously small number with a merge by distance. Start at zero and scrub up while holding shift to go really slow. You should see that you’ve removed 108 vertices and it’s looking clean. Now all you got left is subdividing that free edge and connecting it up!
Hope you’re staying safe!
-Lilith
P.S.
The nose had a lot of vertices in there! Did that arise during your troubleshooting process?
As well, checking the rest of the model, you may want to also hit A to select everything while in edit mode and do another really small merge by distance. You have a few more duplicates near places where you connected pieces together it seems.
Hi I was able to delete the straggler vertice and re-add the points and rejoin. however, in the process i noticed the edge between didn’t track the natural curve of the overall semi circle ( you can kind of see it more clearly in the mirrored half, where there is a slight bend.
Also, once I get to this point, how do i actually go about make sure it creates a nice rounded dome shape? When i so the scale/ auto merge method, I’m still getting the crumpled in look like the previous screenshot
You can activate looptools from addons, then select that border and choose the circle function with the regular option selected from the looptools menu.
I think the general issue I’m having as well is when i try to close in this semi circle using the auto merge method, the vertices start to go sideways and creates this weird long shape. IDK if that’s how it should be behaving but why isn’t it closing infintely along the circular shape?
This is the closest I was able to get it. I ended up deleting some of the edges and did create new face from edges. It still looks kind of crinkly though which isn’t great
I’ve not yet really messed with looptools and I’ve been with blender for a decade. Names of things man, learn em every day
QP, circles are round, you’re allowed to steal Just remember to remove all duplicated vertices, and that when scaling and locking an Axis, pressing 0 will collapse (‘Without’ removing duplicates! did you do that frequently when making this?)
The biggest issue you have is tons of overlapping vertices. Then there was one vertex that was just flying off in space.
Next I think you have too much topology. Look at this video on how to reduce. ithttps://www.youtube.com/watch?v=HGL6QpVRyXk
Using the techniques from the video above, Look at how I made the topology work. For the nose/tip of the plan, once the topology is lowered then you can make a nice quad easily and pull a single vertex out.
9athooh has really good advice in regards to topology! Important to remember too, don’t cut or add detail before you sort the general profile out. Otherwise you are bringing yourself only pain and labor, trust.
Best thing to do is start with the nose and extrude backwards, then join the rest with a cylinder of equal verts. The nose can be a cube - add subdivision maybe 2 - apply the sub - and cut in half. Now you have a perfect quad nose.