Okay,
here i am with a bit of time to start writing my step by step tutorial.
Do note, think of it as just a way to do this. There are different ways and it’s your own creativity that can get you places you wanna be. About detail, the amount of detail i used is in my opinion not high. It’s medium and you can use as much as you feel is necessary. In a second part i’ll show a little piece with the same thing only just a bit more detail.
part 1
you can start with a flat piece and make sure the squars are proportional
part 2
i made a selection of the ones i want to use as a hole
in this stage you can already delete them accept the middle one. You’ll see in a moment.
part 3
i made a cylinder with a roundness of 8 faces. When you use more subdiv you just change this. It’ll come clear in a sec.
Do make sure the lower part is perfectly aligned to the flat surface. You’ll be snapping points to the cylinder to get it as good as possible.
part 4
select them
part 5
extrude them, then use scale to move them inwards.
part 6
scale these 4 points.
part 7
extrude again and snap these points to the cylinder if the roundness doesn’t match. I already deleted it here.
part 8
you could move the cylinder to another place for a hole and do the above steps again, but i got a better idea.
part 9
if you already deleted the other faces, good! if not, you can do this now.
part 10
i duplicated the whole mesh and deleted all other faces accept these ones.
part 11
duplicate the sole hole and align to the rest.
part 12
select all and make it 1 piece by unifieing. And delete the ones sticking out at the side. These get combined later on.
part 13
take the mesh and apply a non-linear bend deformer.
part 14
just give the bend deformer a little curvature so you see where it curves.
part 15
like this
part 16
now rotate the bend deformer so it bends the right direction
part 17
give the bend curvature of the number pi. I know maya rounds it numbert to 3 digits after the point, but inserting a number with many digits does give you more perfection. So type in 3.141529 or whatever comes after this. Then you make the surface a perfect cylinder.
part 18
this you’ll see but don’t type in this number. It’s not accurate enough.
part 19
Delete history on the surface and do a merge vertices. Check the distance setting.
part 20
select all the inner edges of the holes with the edge loop tool for ease.
part 21
extrude the edges inward to get the rounded look when it’s shaded. One thing you’ll see with the bonus tools is that it’s actually better to do this when the object is still flat. After this it’s always possible to round it.
part 22
this is what it looks like now in smoothed condition.
bonus 1
to get a little better result than the top example, scale these 4 points outward so the deviding looks more equally divided. gives a better shaded and smoothed result.
bonus 2
if you convert 9 faces to a whole you get just a better result. Either you use this for bigger wholes, or you have more division to start with. Your choice.
bonus 3
Delete the 9 inner faces and snap the points to the edges of the cylinder to get the same roundness. Also scale the outward points to have a better distribution of points.
bonus 4
use the inser edge loop tool to add an edge and then extrude the inner edge to below.
bonus 5
this is how it looks smoothed
bonus 6
this is not smoothed
hope you learn something from it. Just don’t forget you have to change it according to what result you need.
cheers