gidon":3uhyqovv said:
how does one do bulbous'y things ... in SU?
In SU Pro there is a tool called the Sandbox which is probably the easiest way to go. Basically what this does is create a grid of squares, and then give you tools for push/pulling lumps of various radii in that surface.
I see no reason why you should not do a similar process by hand (apart from the time taken that is). Create a rectangular grid over the area you want to model, and pull the vertices up/down to model the surface. The finer the grid, the better the model, but the more time it will take.
A second method to try would be to draw contours of the surface, with each contour at the necessary height. Add lines between the countours to create a surface.
Third method: Draw several cross sections of the surface in both X and Y planes. Again join the vertices to make a surface.
Fourth method: Model the surface outside SU, and import, but this again will require SU Pro.
Fifth method: Where the surface could be part of a turning, draw the profile, revolve it around the axis, and delete the bits you don't want.
Also don't forget that spheres (and any other solid shape, such as one produced by method 5) can be scaled differentially to create ellipses of rotation etc. which will approximate to many surfaces. You can have several of them overlapping, do some Intersect-with-model-ing, and deletion of unwanted bits, possibly followed up with a bit of manual modification (a.k.a. drawing your own lines between vertices (see above)), which I guess makes the Sixth Method.
Edit: And then there's the dreaded follow me tool which can sweep a curvy profile/shape along a curvy path. :evil:
But none of it is easy.