@craig.james.r wrote:
Thanks for the solution - I figured that a revolve was the solution, but I just couldn't quite set it up. Could you spare an explanation in a bit more depth about how you set it up and executed it?...
Fist sketch is used with the first revolve to make the barrel.

After building the shroud area, the profile with the arc in the second sketch is revolved as a cut using the same axis as the revolve for the barrel. I over built the profile so it would catch all of the shroud as the cut went around the barrel.

As for the curvature comb, was taking my measurements off a specific barrel which explains some of the grubbiness there.
It's a common misconception that more points on a spline, or more profiles in a loft equals more accurate. You want to use as few data points as possible. every profile introduces the possibility for error, which just gets magnified as more are added. as an illustration, if you where to sight down the length of your actual shotgun barrel and/or run your fingers along it's length, I would hazard to guess that it would be pretty dang smooth and not have an undulating surface. As modeled, you barrel wouldn't be like that. you would feel/see ripples along it's length. Here is your barrel with a curvature map analysis-

here's mine-

I'm missing some important geometry of course, particularly at the breach end, but this is the type of thing your going for.