I made these straight tunnels by creating several variations of NURBS loops, and then using U-loft to make the meshes out of them (and then using the bend modifier to achieve the angled meshes).
I would like to begin making similar meshes, but in a sort of Y-shape as well as a T-shaped mesh, but I have no clue how to do this. UV-loft wouldn't work. I don't think 1-rail or 2-rail would work either.
It is not necessary that I use NURBS, but I do want to make sure that I get similarly-organic shapes. You may have noticed that I made 2 LODs of each mesh, but I probably will only need to have 1 LOD of each mesh so I don't need to worry about using a technique that lets me scale the detail at the final stage.
Which techniques/modifiers should I use to accomplish this?
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Then to quickly get it to resemble what you already have you could subdivide it a few times, smooth the geometry with either a relax or turbosmooth modifier, and then throw on a few different noise modifiers with different scale values to get the irregular surfaces. Of course you could also do this by hand and get a more unique looking mesh, but it will also take longer.
I am still an amateur with 3ds Max so I did not know this was a valid way to do things.
Most engines have a grid snap function though which eliminates the need for "lips". Look into other modular projects around on polycount to gain a understanding of how to plan it.