Y-shape branching has been a problem for me. It’s a basic natural form but I’ve never been satisfied with my attempts to model it. Neither box modeling nor sweeps were satisfactory. I like Frank’s result and tried to duplicate it
Start with an 8-sided cylinder.
Make editable. Polygon Mode: Cover four top polys and carefully pull them up with snapping set to Raster, up 4 over 2. Set Rotation step size to 15º and rotate 45º. Set Transform Orientation to Normal. Cover and pull again.
Repeat for the other four top polys.
Select top polys, apply Tool script “Make Circle.” (I had to “Adjust” to get rid of the twist.)
Repeat for the other four top polys.
Delete top and bottom polys, add Subdivision Modifier.
This technique is an improvement over my previous attempts, where I started with a cube instead of the 8-sided cylinder. But it still feels klunky and laborious, and Frank’s example is smoother, rounder, more symmetrical, and proportional. I’m sure his process must be more efficient.
Frank, can you please walk us through this, step-by-step, or maybe attach a file?
Thanks again.