In max you could 1. model shape 2. use array to make an even pattern 3. use FFD to taper towards one end 4. aling along spline into a curved shape of your dome.
_gelo, its just the way maya handles bevel set at 2. For a more curved bevel set it at 4 and it'll work without creating extra geo. I don't know about 3 actually hah.
Look, I don't want to be provocative, but I really want to understand why 1 is better than 2, with clear, non cryptic explanation for dumb people like me (and my english isn't perfect either)
If you dont want to start from scratch you could use the first 2 steps of what frankpolygon suggest and conform your points to that form either manually or with something like shrink wrap or any other tool that snap verts to surface this way you dont have to match edge loop just need the proper size form .Red part is part…
A couple things with the screw. Image below: 1) It seems like your fencing is asymmetrical. See red lines. Just model 1/2 or even 1/4 of the screw, duplicate and mirror geometry to avoid overcomplicating it 2) N-gons tend to cause shading errors, and you had one. Though this seems like it can be avoided by doing #1 3)…
You dont need to use z-brush for these things. Create the 2 small parts for the zipper, one piece of the "chain" and the zipper itself. Then create a path and put a array of "chain" pieces on a path where you want the zipper to be.
Sorry small image... but how the frig should I go about modelling all this detail? I'm looking for the 'easy and quick' way.. as opposed to the 2 or 3 hours of tedious extruding and edge looping. Any suggestions?! <3
I know of this Edge Loop select method you are mentioning, but this only works on polygonal objects. Unfortunately not in the SubD edge mode. The 1/2/3 method does not help to hide the SubD representation in this case. :( Thanks anyway.
A simpler solution is draw it out flat, the lower spoon portion with holes, either in polys with a plan or use splines. add a Turbosmooth 1 or 2 segments should work. Then us an FFD to bend it in the middle. Shell the Geometry and be done.
A few posts up Specter has an image showing how to get a round shape from a grid. On the side of your intuos model you have a planar area that could be turned into such a grid by adding 2 more loops.