But it would generate really wonky geometry. With a retopo you could clean this up but in a real production environment where you often need to iterate your models you can´t just go back and tweak a value when you use zbrush...
If you look at other pictures, they are not even noticeable, something you can add to the texture (depends on what you want to do with the model anyway). Here you can find more pictures: http://www.kativ.eu/files/Ivo%20hobby/Walkaround/Mig-29/
Tip of the day: firstly show us what you got. If you have not started, there's another possibility! =) Draw how you would imagine the wireframe to be over that piece! =)
I dont know if you can do it in Max, but in Softimage you can choose different subdivision modes. But most of the time you stick with the Catmull-Clark rule.
you need more geo on the big cilinder ( more sides ) and then you create that extrusion from it and you wont even need to add the control edges :) good luck !
I fail to see a problem here. Is this not the result you were going for? And why do you want the topology in all quads? Are the n-gons giving you issues?
"Wondering" or asking someone to do it for you. Show your attempt, otherwise we can't help you learn something that you have otherwise said you're new at.
He means the whole front part of the mask, so that you can project it, already made and the shrink wrap will bend it for you, you need a proxy shape though.
have this in mind, you can easily use ngons, tris on a flat surface, dont be afraid of it! This could save you ton of time on the weapon! =) This means that you can modell more freely on that weapon if you dont have segments going all the way through the weapon. =)