What's the best way/method to get a smooth, well-rounded aircraft nose-cone without a lot of space to create a gradual curve, or by adding tonnes of mesh?

My main problem is that I either end up with a point on the nose (if I scale the end cap wayy down), or, I'm left with a flat surface for the nose tip. This is for a game, so I can't use subsurface (the nose looks superb when I do that BTW. I wish there was a way to apply subsurface to selections only! -- but that's a rant for another day ;)

I've tried: a) adding a capsule primitive and using just the rounded cap-end to then bridge to the fuselage loop. But because the nose profile is a bit oblong and rotated downward on the z axis, that makes aligning the cap-mesh addition with the existing fuselage loop vertices impossible for a flowing line and light topology. b) Adding a bunch of loops to cause the final fall off to be gradual, but while that solved the curve issue a bit, I just then added a lot of mesh, and in the end I still have a flat nose-end-point anyway!

I'm also constrained by the aircraft nose profile -- see the image. I essentially have just the short distance you see in the image between the last 2 loops to create a well rounded shape.

Here is what the nose looks like at this time: sharp falloff at nose

Ideas? Thanks!!

  • 2
    $\begingroup$ I'd reduce the number of vertices in the loops and spend more on areas where they contribute to the shape of the silhouette, e.g. the round nose. Generally it'd be a good idea to create a high poly model first which allows you to bake a normal map for the low poly. This way you can get plenty of detail even though you're not using actual geometry in that area $\endgroup$ – Robert Gützkow Sep 14 at 22:45

You could try making the curve exactly as you want with no polygon restrictions and then using the decimate modifier to simplify the mesh. It will also save a lot of polygons to make the very tip of a simple shape, not a circle. It would reduce a lot of polys in the first segment of the cone.

Also, I can't tell from the image if you have already done this, you can have even less polygons and use shade smooth.

  • $\begingroup$ The problem with using the Decimate option is that it applies the modifier to the whole model and not just the selected nose part (needs to be in Object mode -- unless I'm doing something incorrectly?) And I don't quite understand what you meant by making the tip into a "simple shape" ?? .. as in collapse everything into a single vertex? (then I get a bunch of tri's. Clarify please? And @rjg ... yep, I plan to bake to a low poly version. My option now is to just use brute force to add extra loops needed to create the desired. I had just hoped there was an easier way :) $\endgroup$ – Mark777 Sep 23 at 21:14

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