I would do those with a mirror operation.
Model one half of your gear with one tooth swept (probably on a helix), then replicated with a circular pattern. Clean off any extra junk from your sweep/pattern operations, then mirror your solid body at the flat plane that represents your half-gear. This will give you your herringbone gear.
I answered a question a while back regarding knurling, which is similar to the way I would make the helical tooth on your herrigbone gear, exept as a swept boss instead of a swept cut (see pasted below).
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The way I've done this in the past is to extrude your outer diameter cylinder. Then create a helical curve that you can use in a cut for your knurl. (I normally set the curve to the depth of the knurl I want, then pierce a V-shaped profile on the helix at the vertex.)
Sweep a cut along your helical path. Create an appropriate circular feature pattern. Now do the same with a helical curve rotating the opposite direction. The result is a very slow-to-rebuild great-looking knurl. (You may want to export to parasolid and then bring it back in to speed things up on the rest of your model if your knurling is fixed and you don't expect to make changes to that area.)
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Hope that helps,
Jeff Mowry
Industrial Designhaus, LLC