Okay so here it goes.
Below is the final ‘soft’ wireframe of the build.
In order to get around the issue of adding ‘edge loops’ really close together that ‘kink’ the surface, I first create a base mesh (the closest I can get to the final shape with evenly spaced edges) and then add all the edge loops on top. This way I only have to slide the edges, as they’re already following the final shape I want.
I had some issues when creating this model.
The main one seemed to be when selecting multiple edge loops then adding edges is does it either side where 2 different edge loops meet. Rather than forcing it to one side (all adjacent faces are quads below).
Secondly and I know this is a long shot, but a really great function of modelling in 3ds is that you can ‘stack’ modifiers.
So say I made a ring and then decided to subdivide it and add some smaller detail. I can choose for all 3 of those steps would be saved in separate history states. So instead of me having to save individual copies of the model at different stages. I can just delete a stage or go back and edit the original base model which then updates the other states.
Obviously deleting the subdivide state in the example above would destroy the detailing stage, but the process is one of the reasons I moved from Maya to 3ds for meshes.
Like I said that’s a long shot but really useful in keeping file sizes low and going back to edit.
Not trying to turn Rhino into 3ds just a useful function on a similar modelling style.
Other than this, Sub-D is turning out to be really useful.
Keep up the great work!!!