Coming from 3DSMax I'm having a hard time adapting some basic concepts to Maya. I'm especially stuck trying to translate Max's "Create -> Compound Object -> Loft" workflow to Maya where you could create a spline circle and a nurbs curve and loft the circle along the curve resulting in a solid object with no holes.
When I try to replicate that in Maya I always end up with holes on both sides of the resulting object. Is there really no way to fix this without using "Mesh -> Fill hole" which seems to (correct me if I'm wrong) add a new surface without reusing the the existing vertices of the border edges - resulting in visible seams.
Any help would be greatly appreciated