I’m trying to make a George Pal style Martian War machine, which is approximately a flattened football with wings. I’ve been trying several methods to cram the mesh into the top/side/front blueprints. After making a tangled mess with NURBS surfaces, I tried a new method.
In front view, I made a (half) outline of the outermost rim according to the blueprint. I mirrored this. Switching to side view, I extruded the outline to the front and rear, aligning the top of each extrude with the top edge according to the side blueprint.
Then for each “rib”, I set the cursor to coincide with the top of the rib, and scaled the rib constrained along the z axis until the bottom of the rib matched the side blueprint.
Switching to top view, I then scaled each rib along the x axis until leftmost vertex matched the top blueprint.
The result was still a bit tangled, but not as bad as the NURBS surface.
The problem is that the surface created is not smooth, it is lumpy.
I was smoothing the surface sort of like a lathe. I was rotating the mesh along the long axis until the next line connecting corresponding rib vertices was lowermost. By inspection one could see where the jagged bits were, and manually move vertices until one had a smooth curve.
But this works best if one can constrain the rotation to the long axis, and rotate precisely until the next curve is lowermost.
Now, is your cue to say “Silly boy! Why do all that work when you can do this?”