Modeling Curved Surfaces

(Hawkadium) #1

Hello there,
I have been going back and forth, for the past year, with trying to make a ship from the Star Trek universe. Everytime I learn something new, I come back to my abandoned project and apply the new techniques. One thing I haven’t been able to get my head around, is how to handle the curves in the image below.

Should I be creating the top oval shape first and finishing it. Then creating the bottom and simply moving it into position? Or should this all be one piece? If I try to do curves by hand, they never look good and if I try to stretch/skew/edit a sphere, it does look better but it still doesn’t feel right. Or should I just be outlining the whole thing with a vertex/extrude and then edge select/extrude to fill it in?

I don’t know. I feel like I am missing some fundamental understanding of ship design. Can anyone comment on how they would tackle a project like this? Specifically the general shape of the hull.

Thank You

(kabu) #2

What about an evenly subdivided sphere and some proportional edit?

Of course for perfect shapes you need math…

(FlyingBanana) #3

If I were doing it I would start the curved shape first with as little geometry as needed so when it gets to the nacelle section you don’t end up with a super dense section of mesh. From there you will be able to add in the geometry as needed to smooth everything out. Had a similar problem when I first started and tried the ncc1701-D.