Ahh, I just figure it out... The Shell modifier can make it faster. Make tubes connect outside. And remove all circle faces, then apply Shell. But I notice Shell make out unparallel edges. Then have fix to it with MakePlanar for selected vertices.
Started from my favorite 40 sides Cyl Extruded it from the middle , and the rest is pretty self explanatory (Use of HBevel in Face mode, Box Bool, merge vertices) Of course this is not exactly the same shape but you can elaborate more complex ones...
I'm trying to model this radar antenna thing and while I have the base mesh prepared, the reference has the mesh hollowed wither certain faces on certain areas. I tried to make them with loop cuts, but they ruin the silhouette and shape of the mesh. Is there a better way?
CastratedWeasel: You could start from a cylinder grab the top face then delete most of it to just be left with the top part then drag the edges down to create a oval then just make the indents as you normally would. Or just start with a plane and move some verts around.
How you guys go about modeling Gothic,Horse, other non-standard arch in Maya ? In Max I used to simply draw spline and check render in viewport. In Maya I tried to extrude face along curve, but result was at best messy. Ideas ?
For the iron man, try modelling the face flat and using bend modifier on top of the turbo smooth, if that makes sense. and some of the areas circled have seams on all sides, so there really shouldn't be a problem. And as for the hair, why not have each lock of hair as a separate object?
Ty Perna and Heklis. Heklis i think your first attempt was OK. Following Perna pattern(yellow line) i finally did it but single face (without shell). Now going to apply shell before extruding wings. Thanks alot@Perna and Kelis
@FrankPolygon Hello, many thanks for your help. I wouldn't think about it myself... I did it according to the first option, but i got this "stretch marks". Can i fix this or is it acceptable for this element? UPD: so, I just need to add more faces to the cylinder?
mmh a tool to project normal from underlying object might be useful. I was thinking about it for max. Normal Thief takes the normal of the closest vert, but normal of the closest point on face would be more accurate. An that would fix that kind of "artefact". Don't know if it exists for Maya.
When I turbosmoothed a chamfered object in 3Ds Max I get wierd results; I'll show you what I mean. No turbosmooth With turbosmooth All the vertices are wielded so I'm wondering how I can fix this issue; that is not let the faces overlap the corners.