I, probably like many others, decided to model an Eagle transporter after watching Blender Bob’s tutorials a couple of months ago. Mine is progressing (slowly) and one of the main sticking points involves the pipe-like structure across the spine of the ship; in particular the areas I’ve circled in the following images.
Here is a mock up of what I think the junction at the end looks like.
You can see there is a junction of five cylinders. Their ends seem to converge to one point, and so they are intersecting. Two of them are on the same horizontal plane, at right angles and the same diameter, so they’re easy enough to deal with. The problem comes from the three diagonal cylinders.which join the other two. They are smaller in diameter, one even smaller than the others, and the angled. On the reference, it’s clear they aren’t at angles like 30, 45 or 60 degrees; I measured the one at the front (which is rotated on at least two axes, and on one plane it came out about 53 degrees.
The main problem is this: how can one model a structure like this, resulting in good, all-quad topology - as a single object? I say this because it appears, in a ‘real’ Eagle, that the junction would be welded together.
How could you achieve this? And I mean, without the use of external addons. The only solution I can come up with is basically to boolean them all together and then retopologise to make the edge flows correct. But surely there’s got to be a less longwinded method. Once you’ve booleaned you end up with a real mess of vertices; and it isn’t as easy as sliding verts about and collapsing them, as you end up breaking the cylindrical profile of the mesh.
Sorry about the very long post, but it’s a complicated puzzle to explain.
P.S. I haven’t approached Blender Bob because I’ll defintiely end up doing a load of push-ups!