![p90grips.gif](http://dl.dropbox.com/u/499159/p90grips.gif)
B. Extrude the shape of the curve, giving an appropriate level of detail(number of segments) to the curves so they all look "curved" and not blocky. I used the "curve extrude" tool in modo, which is really fast and ensures a nice, evenly spaced and curvy result. You can do this by hand or with a similar tool in max i'm sure, whats important is the end result, and that you're not tweaking individual verts. This is a vert specific geometric shape, so we shouldn't be moving verts around by hand here.
Earthquake used "curve extrude" to join 2 sections with a curve. Can I do this in max?
Replies
1.Hinge from edge
2.Select hinge
3.Type in 90
If it comes out stretched then, reset xform and try again.
Try putting a bend modifier on a cylinder. :P
Create a spline,
Tick "renderable in viewport",
Type in radius,
Type in segments.
Also if you want even more control there is a compound object called a loft. This will let you control the orientation of the profile and its scale along the curve. Its great for things like drill bits.
This is all I see really and would use.
I would swift-loop-delete the loops I don' need and/or delete the polygons I don't need and bridge to the other Spline.
Honestly, Max is bad and can overly complicated stuff for us, but it's not THAT bad, and if anything, Splines are it's forte.