Hi there. I would recommend to work with 1/8 of the mesh. 1. Start with your basic shapes 2. Create seperate mesh that would act as boolean 3. Boolean 4. Rotate the mesh 45 degrees 5. delete 1/8 of the mesh 6. Clean up 7. Rotate back -45 degrees 8. Symmetri and voila. HERE IS THE 1/8th of the mesh cleaned
GCMP: Never heard of the Array tool in Max? You can replace your "seventh step" with that. Don't bother manually copying it 45 times and snapping stuff, just type the values in...
@KungFuCactus Edit: I thought you used max. Oh well, this is how I would do it in max.. For ease of modificatioin you can do displacement with a heightmap, or even bake the heightmap into the normals, but if you're like me you want to model it in because you want to model it in. In that case, you can get away with some…
You know proboolean is a feature of max and not a separate program right? Also, that said, Look through this thread. Those appear to be cylindrical indention into a relatively flat surface. That kind of geometric intersection is a good 45%+ of this thread.
I figured a way round about way of doing it. Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
@oskarkeo I use Vertex Align Tools for this, the corner align function usually needs to work in chunks or halves of a model. Another option is to use shrink wrap; set up a plane at 45 degrees, wrap the first set of verts to it, then the second half. @MaxHoek Maya doesn't like that corner.