If floaters aren't the way to go for this model, the density can be kept localized by keeping the panels for controls and ports as separate meshes. One flat plane for the panel resting under the lip of the main object. Plus half of those shapes are copy/paste.
Hhm? 2 images disappeared? Without knowing which is missing I gonna upload all images above in another photohosting with red mark on them. Maybe my local hosting only do well for viewers from my country. Here,
Hi guys, How do you scale the faces every face on its own place? locally in Maya? I tried everything but none of the methods is working! I wanted to do it simultaneously to have same scale value on all faces. Thanks
Well I know some other person here did not realise that the 3 hotkey in maya was the subd preview. From what I remember when I used maya there was another thing called subd where there was local subdivision and is different from what we are talking about here.
it's actually very common for car guys to only use subd on localized sections. you make the main curves, smooth them out, add edge bevels and details and optimize. it's especially common in simulation products where the car bodies don't use normal maps, and instead use a mesh that's 100,000 tris or higher.
@Sasuki - Here's what I would do using Maya: Create a curve, create a 8 sided cylinder cap, snap it to the end of the curve, select cap/curve, select extrude option box & check on use selected curve, set your divisions high enough, then all you have to do is select the rows of polygons and extrude on the local normal.