Michael
Thanks for explaination. I'm sure your modelling methodoly will prove quite useful to other users of MoI or nurbs.
>Anyway, just some more information... But you seem to really want to control the edges directly - to build the surface
>directly by controlling all "skin" more directly instead of using intersections, that is certainly more suited to subd instead.
Yes, I'm tyring to build the aircraft to resemble the real thing. To just add a fillet between the fuselage and fin just doesn't work as it in no way would be close to the real thing. If Moi had variable radius fillets maybe you could come closer but I doubt that would look right either. Same goes for the cockpit. It is not a one radius fillet but quite a complex and subtle transition from the canopy to the fuselage that varies along its perimeter. The blends on this particular aircraft are best to represent with swept surfaces or network (as I tried to do). If I was satisfied with a aircraft that vaguely resembles the real thing, yep I could do it with fillets.
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