Something i cant figure out how to make. Its the front mesh section from a pc case, a rectangle with the 4 edges bent at 90 degrees, full of circular holes.
always establish the primary form to see if it can carry the secondary or teritiary forms. From left to right 1. Base mesh 2. Subd 2 too see if the i have even distrubition of polygons 3. I subd once again, as I wanted the shame to hold 4. Cut in the secondary form I could have probably gone with subd 2 and had a more…
adding to what @Thanez already wrote. you can also simply use a less dense mesh and move these edges to create even space you can also see that i work on 1/4 of the mesh. so less headache
In LW I'd spline it out, then make poly patches. This one I just made a poly cylinder, removed 270 deg of it then added the divot, made a spline to guide it and shaped it. Like 4 minutes.
Spent 30 minutes trying to file down this cylinder, raged.: Halo 4 BR Rail: I cant get the cilynder to transition smoothly I tried several methods, but deleted most. I'm sitting with this:
In max you could 1. model shape 2. use array to make an even pattern 3. use FFD to taper towards one end 4. aling along spline into a curved shape of your dome.
On your subdiv models, don't forget that in modo, the subdivision algorithm is different from 3ds Max/Maya/Xsi. A hole (cyl) from a box, is not so cylindrical in Max as example. 8 sides for cyls and holes are better than 4.
Arnald: delete the offending cap area and either: •Change to subobject level 3 for borders, select the hole border. Click "fill hole" in the Edit Poly rollout. •Apply a fill hole modifier Then a "turn to poly" modifier with the max sides set to 4.