On the surface I would try using path deform binding modifier if you are using 3DS max. (other packages should have that but maybe under a different name)
dunno maybe something like this: get the main shape by cutting the side faces of a cylinder then champer the edges and delete polys to get side hole. add shell modifier.
Quick question guys. This is a pretty dumb question, but what modifier do you use in Max for Sub-D modelling? I've always used turbosmooth for hardsurface stuff, and it works great. But someone told me that turbosmooth wasn't great for mechanical modelling. I think he mentioned WSM Subdivide or something like that? If so,…
Just duplicate your mesh, and once you do this for one piece (generate spline by edit the topology of the mesh, making edges between quads you know..) , duplicate the extruded spline in similar areas, could save your time + the arrays. And to finally overlapp them properly just play with soft selection(equivalent in Max?)…
Pea brought up a good trick in another thread, if you select a few verts and add a spherify modifier it will round them out perfectly then you can extrude the shape.
is there something similar to the shell modifier in maya? whenever i have pressed metal pieces i always model tht shit like it's a flat plane then apply a shell mod
There you have your answer. Add quadchamfer or chamfer separated by SG and woila if you are using max. If not you can add a "bevel modifier" and subdivide on top of that should be the same.
Yeah sure, + max modifier pile. Depends of the problematic, i don't think there are general rules. If it helps, it helps. Good luck to make that Paul Pepera cam in zbrush hehe.