if you are modelling with Subd, your polycount doesn't matter. (obviously, don't overdo it, putting 3 subdivisions on a very tiny screw that is a 100 times on your object wouldn't be to smart). If I am reading your post correctly, what you are trying to do is basicly a waste of time.
Clockwise from back left: 1. Box with divisions 2. Scale in alternating divisions 3. Connect rings running length of mesh (see inset) 4. Connect rings around inner parts (see inset) 5. Sub-D (TurboSmooth in Max) 6. Bend Modifier
1. choose the flat mesh 2. go to animation > create deforms > Nonelinear > bend 3. Rotate the "Bend" Line so it sits flat with the mesh 4. click on the curvature and play around with the numbers to fit it around in a circle (Usually it's a PI, 3,1415 so it fits around perfectly)
It depends of the model but in your case you could work on a 1/4 part of the wheel and then setting the pivot point in the middle and duplicate it 3 times by rotation. Once you have the 4 parts duplicated apply a weld and it should be fine. Also applying two differents symmetry will work.
Thank you so much sir Perna. Could you approve this structure? Geometry looks a bit weird because I tried to preserve these vertical edges of original cylinder (looks better this way). I asked you specifically because I love you. <3 Pedro
You can make a box with 1 length, 3 width and 3 height segments. Before deleting middle faces inset them to give those edges some geometry. Then bridge the hole and choose one horizontal edge of the hole. Ring that edge to choose all horizontal edges and choose connect edges with 2 segments and 90+ pinch (depending how…
Well I know some other person here did not realise that the 3 hotkey in maya was the subd preview. From what I remember when I used maya there was another thing called subd where there was local subdivision and is different from what we are talking about here.
its not perfect. but. 1. Main shape, sphere wit 18 sides. 2. turbo smoothed once 3. Added where the cuts would be (mostly deleting faces) and always working on 1/4 or 1/7 of the mesh 4. Rotated the copies and welded vertices. 5 minutes of work.
@FrankPolygon Thank you so much for this clean explanation and it really looks like it is way better to use these edges on my cylinder as supportive edges instead of extruding off them. This really helped me a lot. And also yea I will read similar posts to my problem here. <3
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…