Thanks, guys. I really appreciate the kind words. I've been working on my turret design. I modified it somewhat from my original sketch, but kept the base of the idea.
In Houdini I can paint selection and just force this selected polygons to have cusped normals. Or do this procedurally. I think in 3dsmax you could use Edit Normals Modifier.
Not really xnormal related but.. A turn to poly modifier set to force convex faces generally deals with this if you dont want triangle output (eg. If you're going to maya using fbx)
perhaps you could use the modifier stack like so: UVW unwrap Mirror Editable Poly or inplace of UVW unwrap use UVW xform and flip the axis you mirror on
Is this what you're talking about? If so you need two splines, a path and a profile shape. On the path you apply the "sweep modifier" and then select custom shape and pick the profile shape.
use floating geo to mimic the space between the plates instead of actually modeling the plates? much easier to conform to your main mesh shape. the sweep modifier works pretty good for this.
If you want to make holes by hand, just start with a basic plane with a level of subdivision you need and make holes there and just apply the bend modifier to bend your plane into a cylinder.
mmm i was just wondering if you were using like a vert modifier, isnt there one of those that allows you to pull on a vert and it pulls surround verts so its smooth?
If you want just an outline, why not duplicate the mesh and add a black material, add a shell modifier to it, and invert the normals? I think that's a very easy / common way to add outlines.
I spent ages in google maps trying to find the exact location to get the river geometry right but couldn't find it! The PathDeform modifier in Max seems to work well for the river banks.