what exactly is your purpose? game asset or just to do some nice renders? either way, you could add some splits (edges) in there and extrude them inwards then move some verts vertically.
Awesome! That's what I liked most in XSI, before switching to Max. Having the ability to change stuff like chamfer later on. Would be cool if you could do the same for extrude, inset and so on :D
you could extrude groups of faces up and inset the, or chamfer edges where you want a panel seam and textured and inset the resulting faces down. than it is just a batter of adding your support loops
yeah that's what I've been doing but when doing a lot of beveling and extruding i find that typing values every time I need to have a bevel with visual feedback breaks tempo quite a bit.
So tight, I'm loving it so far! I feel like you could benefit from a few more fins extruding from the back, it looks like it ends abruptly atm. Nice work
for me, tessellation has only worked for organic models like rocks and trees and such. for hard surface tiles and things with angles and extrudes, its always better to use a pixel shader like parralax mapping or something.
In mesh cleanup you should be able to just enable Remove Geometry > Area Tolerance > Faces With Zero Geometry Area > 0.000010 Then press cleanup. At least that'll work if you extruded faces with zero height.
http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=GUID-6E87DC1E-3E18-45DD-834D-E34AAE5DA655 click on the items on the left (What's New in Maya 2018) my god, shift extrude is back!!! also
You could just select those loop of faces separately and extrude out once, and in once. then weld the top outer ones inwards and the bottom inner ones outwards. So you get the slanted planks.
Thanks. The front part of the saw has to be a separate high poly mesh because of the high amount of detail on that grill part. After extruding and cutting the front part I optimized it back down to med poly.