I was wondering myself some time ago if this might be an issue when baking normals? I ended up subdividing that inset cube once to get an 8-sided cylinder to extrude.
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…
That makes a lot of sense then, but then lets say, for example, my post with the two intersecting tubes, if I made one 8 sides, and one 6 I could then mix them with no problem, if that a correct example?
How would you model a cage for a nice hemisphered capsule ? There's probably been solutions here, didn't find them. I'd like to NOT use spherify. I can kind of manage with 8 sides, gets harder with 16.
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.
Indeed it makes sense WarrenM, thanks for the reply! I found this post by perna too that explains the edge flow that should be used for these cases which is also a great help. http://www.polycount.com/forum/showpost.php?p=2027449&postcount=8
Did a mistake, I used a simple 8 sided cylinder. With a Cube subdivided one time it works perfectly :) If you need a sphere which is 100% made out of quads you can shrink wrap a subdivided cube onto a sphere with a lot of segments to get it spherized :)
For detail on circular objects like that I prefer to model the detail (in your case I would go with an 8 sided hole) on a cube or a flat plane, then duplicate the mesh in a straight line with the pattern and spacing you want, and then use a bend deformer to bend it 360 degrees into a cylinder.