i've recently made the switch from max to maya...and i must say that i love it!!! But even though i am still just in my beginning stages, i cant wait to get modelling. With max, one thing in particular that i got used to was patch modelling.
In max I make a spline cage and then apply a surface modifier to it and as long as it made up of four splines its cool and the surface is made. How can that method be applied or can i be directed into a much better method??
Without looking at the model you have there, I'm going to go out on a limb here and say that Nurbs Patches are different than Max's Patches. Maya's Nurb Patches are never seemlessly merged together. They are essentially just layed exactly next to each other and aren't joined together. I'm not the most intelligent person when it comes to Nurbs, but I think I'm correct in my assumption.
I think what you're looking for might be easier acheived in polygons and Sub-division surfaces.
Well ypud be right offcourse... The point peing that the max patches also are just patches that are tesselated over the seam. But the technology is exactly the same the implementation isnt.