I saw some parts that someone modeled using Max and was very impressed. I wanted to compare what I could model in Maya to the Max parts I saw so I picked this motorcycle fork brace thingy.
The basic process was to create the main individual shapes and systematically boolean union them together and then clean the geometry up until I had a single unified piece. This is about 10 primary shapes all merged into a single all quad component. I am guessing I spent nearly 20 hours fiddling with it. The boolean method was used for about 80% of the work. The rest was a combination of things like edge extrusion, curve lofts, and such.
It is pretty close but I am not 100% happy with it and will probably model it again. If you look close you can see the bottom part that has the four torx screws does not have the insides modeled yet. I got to this point and since I am considering doing it again I just stopped here. The brake part that attaches to it looks to be an interesting challenge as well and I plan on modeling that and some of the other interesting shapes.
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