To get the base of the model, I would just make a flat plane and adjust it to the overall shape and holes, and then use some bend and FFD modifiers to get it into shape, put a shell modifier on it and then soften the edges with some chamfers.
oXYnary, Try adding a Turn_To_Mesh or Unwrap_UVW modifier to the top of the stack in Max before export. In addition to turning on Smoothing Groups and Tangents and Binormals. I've found those options only activate when those modifiers are in the stack.
Thanks you @ziwuxin and @Dreyzie for your feedback i have modified the scene and make some change -adding props -modified and improve the lighting add watter drip on the wall with vertex painting Her is some screenshot :) :smile:
maybe I will have a look tonight, see if I can wrap a script together that will add a editPoly modifier with outer edges of the UV shells converted to geo edges selected in the editPoly modifier ready to do stuff with.
From the top of my head, I would look into simple deform modifier to twist the cables or model a tiling twisted segment, followed by an array and curve deform modifier. Checking "Stretch" and "Bounds clamp" for the curve can be useful. Good luck 👍
Just for future reference...you can collapse WSM Modifiers, but you have to use 'Collapse To' and not 'Collapse All' or 'Convert to Editable Poly', since the latter preserve WSM Modifiers.
Thanks gonzo, could you elaborate on the push modifier im not quite following. I get the concept of the edges being too close but not how the push modifier would change that
so i was doing it the wrong way :D lol feels stupid .. actually i was modifying profile picture before .. and when i modified avatar picture now it worked
I'm not sure on how to modify the sunlight strength. I tried modifying the textures in GIMP using the Cartoonify option but it doesn't quite give the outcome I want to. Thanks for the help :)
Spline modeling like renderable splines, the sweep modifier and lofting all have a checkbox for generating UVs...then you can just throw a UVW XForm modifier to control the tiling.