Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
Lmao not gonna lie I spent like 2 hours today manually placing support loops on a simple mesh, which took maybe a couple minutes at most to just clean up and put a chamfer mod on it. I've only used chamfer mod on simple geo because I don't understand the requirements for getting optimal results on complex geo. Got a few…
I use it almost exclusively now and have not experienced any trouble making complex forms. Give me a small hardsurface challenge if you'd like! As for import/export I haven't had to work much with interoperability to be fair, but for game assets it works no different with baking at least since you export it as a pure,…
@BlueBow131 I suppose Array Modifier with Object Offset option is the way to go. https://youtu.be/ydWx28a0VvQ?t=155 Basically, you will need to fiddle around with the link shape and Empty object offset and rotation. If after watching this video you will have questions feel free to ask.
Add more loops on the cylinder, the one you have currently moves down quite far. Maybe even start with more segments on the cylinder. More loops everywhere really. Also try p-sub (Shift+Tab) instead of normal subdiv (tab), unless you already are.
Eric: Pressing the number key twice dosent take me out of edit poly. I have to actually move my mouse and click it to get out of it. Do you have to change something to make it work how you descriped? Pea: Remapping delete is the most important.
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.
G3L : to avoid that kind of bumps around a cylindrical shape, you really just need to go much more dense with the base volume. Try maybe 24 edges. The more edges you have defining the primitive, the less it will deform near areas of chanfered, double-edged details...
Shimigami you really seem to be struggling with Subd, that's ok there are a lot of quirks and edge cases to modeling high detail hardsurface models with subd. A lot of things you have run into would be very simple if modeled with NURBS. Well maybe, I'm not sure what 3dsmax's NURBS are like.