pretty straight forward. i have to go to work so here is a 3 min try. https://www.dropbox.com/s/56y0wymjl3832sv/hereyougo.max?dl=0 and the file there, to see how i broke it down.
the point is, that in some way Dynamesh sucks (revolutionary feature indeed <3) regarding topology, and yeah for a short time Zremesher can save your life, if you want to use T-pose, etc...
Firstly don't try the whole thing. Break it up into fifths (72 degrees). The outside of the rim you could just start with a torus, make it kinda flat, then get the bevels happening. The center should also be easy; start with a 15-sided cylinder with 2 edge caps, then delete 4/5th of the faces around the center (only 3…
I jumped straight to 3:10 (soundlessly) and didn't watch any further, so let me know if I'm showing a solution to the wrong part or something. B) 1. Set the cursor to the center of the sphere and add an empty. 2. Add a Mirror Modifier to the sphere, enable Bisect X and set the empty as the Mirror Object. 3. Rotate empty.…
can you explain further what you actually want? I'm not sure I understand. Currently, I'd just pull those lines that are forming a 3 point intersection in the middle of a plane on the right side?
These kinds of things are fun. I just model it as I see it, if it's for high res normal map baking, go all out. This took about 3 minutes to make. The images below are pretty straight forward:
Tim1 , that has been covered countless of times in this thread, please read the first 3 or 5 pages to understand it. No point in having a thread where the same question keeps beeing asked over and over again...
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.
_gelo, its just the way maya handles bevel set at 2. For a more curved bevel set it at 4 and it'll work without creating extra geo. I don't know about 3 actually hah.