in maya : create > set > quick select set, then right click in the outliner and hit 'select set members' to fetch back that saved selection. In max you just select stuff, type the desired name in the empty filed in the main toolbar, and it then fills up and becomes a selection dropdpwn. Dunno if it works on components tho.
@ikokane to do the last step, select the text faces, hold ctrl, and click the vert sub-object mode to convert the face selection into a vert selection. then hit connect.
Was reading through the older pages and found this. In Modo, EQ made that first selection of vertices with the Repeat Selection (up arrow key). Anyone know how to achieve that kind of vertex selection in max?
Check if you have hard edges too, if you are not sure press U~N (Phong Break Selection), they will be highlighted in dark blue, or just select all edges, RMB and select "Unbreak Phong Shading".
Cant you make a cylinder with a bunch of loops, turn on soft selection, select the loop on one end and scale it down? edit: I dont know what soft selection is in maya, somebody translate for me :B
@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.
The second one one the left is kinda easy too(at least in max) 1.Make geosphere icosaeder with 2 segments 2.Select all verts and save selection 3.Tesselate once 4.load vert selection and invert it 5.Turn every invisible Edge (6.Chamfer all edges a little bit if needed) And the first one on the right is kinda easy too: 1.…
1- make cylinder 2- select edge ring 3- connect 4- select the new loop 5- chamfer (from 1 to 2 edges) so you have now 2 lines in the right place 6- select the 2 new loops 7- chamfer both with the same value 8- select both poly rings 9- extrude inwards with the same value