I'm trying to replicate this torus shape with "dents" in it and the problem is that I can't clone geo in radial array so it would stack poly to poly and maintain perfect round shape. I've tried two approaches.
1)Cut across two smaller dents. In this case I get perfect round shape with equal distance between dents if I weld all vertices manually. I tried merging them with preset distance but infortunately somee vertices are two far from each other and because of that some vertices which I don't need to be weld get welded too. I don't think it's a good productive approach.
2)Cut the neighboor polygons but in this case distance between dents lose its uniformity. While I think nobody would pay attention to that kind of detail in games it may matter in arch-viz.
How would you approach this? I started thinking about calculating the number of polygons in relation to radius of the torus so they would form a perfect circle with no seams in radial array but my brain capitulated.
Is there some specific parametric tool for that?
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If you need to do stuff like this more often it might be worth a look.
Actually even though I use Modo I started with 3d Max but couldn't cope with interface and started trying other packages from which Modo proved to be the easiest to deal with. But after I learned how sub-d works the package doesn't really matter that much anymore. Turns out I struggled with sub-d principles, not 3D Max interface (even though I still think that Modo has better UI). So I plan on taking a week to relearn 3d Max because it's the most popular package where I live and people often require it to be used. Also modifier stack is a very useful tool, I wish Modo had something like that.
I'll look into this script for Max.
2 Perna: I saw you mentioning parametric tools Max has which makes it superior to other modelling packages in your opinion. What are these?
D'oh! But at least a bit lucky at the same time.