The gear and panel openings look good Jay. Looks like we all use the same approach. I was hoping you might have some new voodoo, but at least it's good to know we are on the same page.
I smooth and than cut in the secondary details although I often use the B-word. I cut in the corners the same way although some times I use a second buffer loop (as per grant warwick's hard surface essentials techniques). Also, whenever possible, I will also extract geometry where there are natural part lines so that I can isolate sections requiring heavy geometry.
Maya's smoothing is still a bit wonky compared to max. What works in max in warwick's video does not always work in maya, but it is doable, it just takes a little more fidgeting sometimes. Also, I believe Max's stack system has some advantages for hard surface modeling over Maya's history system.
I still prefer Maya's UI and little things like having to select rings before you can insert loops is tedious and annoying in Max as are some of the GUI visuals. In the end both packages will get you to the same place though.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 27-10-2011 at 11:37 AM.