Aircraft Engine Cowl
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 From:  Aeromod (JOHNDENT)
4470.12 In reply to 4470.7 
At last - the near-perfect surface model of the TK4 front engine cowl !!!!!

With thanks to Michael and BurrMan - who both pointed the way for me.

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 From:  SteveMacc (STEVEH)
4470.13 In reply to 4470.11 
My mistake. It's actually a Tempest. I haven't actually finished it but here is a screen shot of the fuselage. This is in Modo. The part I had difficulty with in MoI is the fuselage forward of the wing where the air intake is blended to the engine cover. If you have the chance to see a real one, it is made of fairly small pieces of aluminium bashed with a hammer and riveted together. There are a fair few gaps.




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 From:  Aeromod (JOHNDENT)
4470.14 In reply to 4470.13 
Nice model Steve !

I have no experience of Modo.

How does the user interface compare with MOI ?

What do you plan to do with the model when finished ?

John

PS: UK aircraft of that era were all made by skilled sheet metal workers doing things by eye and touch.

It was quite common to see notes like "Blend smoothly between ribs" on manufacturing drawings.
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 From:  SteveMacc (STEVEH)
4470.15 
I only model aircraft as a hobby, so I am not going to do anything with it other than render, print and maybe hang it on my wall!

Modo is a very different type of modeller to MoI so the UI requirements are very different as well. There have been many threads on here where Michael discusses the difference between a Nurbs modeller like MoI and sub-d polygon modellers like Modo.

For ease of use, MoI stands out amongst Nurbs modellers. I also use Alias Design, which is far more powerful than MoI in the Nurbs surfacing field, but is probably the hardest UI I have ever had the misfortune to learn.

Modo is designed to have a very fast workflow when modelling in sub-d but because of that, it is not as easy to learn as Cinema 4D.
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 From:  SteveMacc (STEVEH)
4470.16 
Good point. When the real ones were made. the metalworkers were essentially sculpting in sheet aluminium. That, I think, is why it is difficult to do in a Nurbs modeller. Sculpting type operations are better done in Sub-D.
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 From:  BurrMan
4470.17 In reply to 4470.16 
Here's one attempt



I think I'll try one with a thicker area for the blend...

EDITED: 19 Jun 2012 by BURRMAN

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 From:  BurrMan
4470.18 In reply to 4470.17 
Tightened it up a bit.. Working on blending it into the body towards the back.

EDITED: 19 Jun 2012 by BURRMAN

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