you are adding details to fast, and at that, you're mesh is already very dense. Try to block out the entire shape before. See if you can find better references, that shows it from more perspective. Take those into your photo editing program and draw out the edgeflow.
Did a mistake, I used a simple 8 sided cylinder. With a Cube subdivided one time it works perfectly :) If you need a sphere which is 100% made out of quads you can shrink wrap a subdivided cube onto a sphere with a lot of segments to get it spherized :)
try converting the object to an editable mesh and then back to poly, sometimes you get screwy shit with a mesh and that can fix it. that topology should be good. Alternatively try exporting it to .obj and reimporting it. You may have something weird like a crease or normal value in there that is corrupted data.
Maya is just fine, as with any autodesk modeling suite. you need support loops on both sides of your feature. Add the blue line and get rid of the tris. You might want to do the red part so your topo is easier to work with and to avoid poles.
@hawk12ht : Thanks a lot . But I still cant figure out how to do that . Any better way that you can suggest. The opening also tapers in front which is a trouble zone for me . Load .obj file if you can. I am on 3ds max 2010 .
Hello. Can you take a look a wireframe of this model below. I have no confidence on a proper wireframe of those type of hard-surface model. Especially, the five point junctions. I need some advice to put those five-point junction to somewhere. Thank you :-)
I havent yet, pedro was showing me some images yesterday tho, apparently it just "works", and you dont really have to change how you model or anything, it just produces cleaner results. We'll see if he can post some examples here.
He's probably wondering how to retain form on your curved objects when adding more divisions. I'd say just start from the beginning that way if you can, but for purely round edges, sometimes you can use a spherify modifier on a selection of the edges in Max.
breakfast - the best thing I can tell you is to model only a fifth of it and then use symetry or copied instances rotated accordingly. you would probably need to start from a circle of around 12 sides just for a fifth of the model. So 60 for the entire circle at least
@ RENDEREN :"My two cent's" I am as well a begginer in hard surfacing, but what i could tell you is that floaters can really make your job extremely less frustrating. You can easily do a few floaters there and just focus on the bevel shape's.