Normally this is fixed in Maya 2012. If you're using an older version of Maya, I recommend this plugin which copies 3dsmax's inset behaviour, it's also nice because it's fully interactive, like in Max: http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/maya-inset-tool
If you're using Shell then making holes and pointed ends is easy too. For holes you just have to Inset a quad, then delete the inset quad. That'll leave you with a hole in the belt which, when Turbosmooth is applied, looks circular. For pointed ends... uh... just edit the base mesh to be pointy at the ends? o_O
Hi guys I'm relatively new to 3DS Max, and I need some assistance. I am following a tutorial and I am to select 9 faces and perform an Inset, simple enough but one of the 9 faces creates its own Inset, so the outcome is not what I'm after. I have no idea why this 1 face is acting on its own accord from the rest of the…