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I am quite new to blender and am trying to model a futuristic delta wing spacecraft/plane. I am having trouble creating a cockpit because I couldn't find how to curve edges. Please note I am not looking for how to bevel the edges but curve the side of an object.


I want to note that I started by making two curves then converting them to meshes. Then I joined the meshes. And last I connected the vertices. If there is a better way to do what I am doing please tell me.


Here are some reference images to help you understand what I am saying and the situation.

The whole model in wireframe

The piece I am trying to curve in solid

Unfortunately I don't have enough reputation to post more images. I hope you can understand what I am trying to ask. Thanks in advance.

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  • $\begingroup$ Imho, you will benefit from learning about some tool: proportional editing, mirror modifiers, and/or lattice modifiers to edit your current spaceship profile, and maybe vertex snapping if you wish to use a curve, converted to mesh and subdivided enough, as "reference" for side profile to be curved... the manual is a good start (eg: blender.org/manual/editors/3dview/transform/transform_control/…). btw, you could prefer to restart from scratch and find a better path to your final desired shape... $\endgroup$ – m.ardito Sep 13 '16 at 15:55
  • $\begingroup$ @m.ardito I already am using the mirror modifier. I will try using proportinal editing as a last resort. I want to see what other people come up with. $\endgroup$ – Utku Maden Sep 13 '16 at 16:05
  • $\begingroup$ Can you please upload only the cockpit here(blend-exchange.giantcowfilms.com) so i can try to curve it :)? $\endgroup$ – xlxs Sep 13 '16 at 17:31
  • $\begingroup$ @xlxs You would help me more if you would actually tell me how you will do it... $\endgroup$ – Utku Maden Sep 13 '16 at 17:32
  • $\begingroup$ @xlxs but i will do what you said anyways, the whole piece, the cockpit is separate. $\endgroup$ – Utku Maden Sep 13 '16 at 17:33
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I didnt found a precise answer but you can delete the mirror modifier then delete the vertices that are in the positions (x,y,0) axis (so you should be left with a mesh that contains vertice that are connected,) then apply a screw modifier and change axis to y. then once you have that object you can apply the screw modifier then use knife to cut through in souch a way that it would be useful to add the mirror modifier again , apply the cut.Then enable clipping in the mirror modifier and scale at x axis to get a pleasing result.Also at this point instead of scaling you can play around with the curve modifier or others modifiers like deform.If you are good in nodes you can install a plugin called sverchok and try creating the cockpit there but it can be ways harder than doing it with this way.

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    $\begingroup$ I don't consider this an acceptable answer. If you have a clear answer then post it, but don't just ramble on with instructions that are anything but clear. $\endgroup$ – Anthony Forwood Sep 14 '16 at 1:14
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The subsurf modifier does what I wanted to do. When you have a sharp model, try converting it into round by using the sub-surf modifier although it may shrink your model like it did to mine. I hope this helps others.

enter image description here

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