How do I straighten just the inner hole of this mesh?
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I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?
I also tried beveling the inner lines of the ring that caused an artifact:
modifiers subdivision-surface
New contributor
add a comment |
up vote
8
down vote
favorite
I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?
I also tried beveling the inner lines of the ring that caused an artifact:
modifiers subdivision-surface
New contributor
if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
Nov 15 at 21:17
Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
Nov 15 at 21:21
add a comment |
up vote
8
down vote
favorite
up vote
8
down vote
favorite
I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?
I also tried beveling the inner lines of the ring that caused an artifact:
modifiers subdivision-surface
New contributor
I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?
I also tried beveling the inner lines of the ring that caused an artifact:
modifiers subdivision-surface
modifiers subdivision-surface
New contributor
New contributor
New contributor
asked Nov 15 at 20:38
ShadyHorizon
433
433
New contributor
New contributor
if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
Nov 15 at 21:17
Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
Nov 15 at 21:21
add a comment |
if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
Nov 15 at 21:17
Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
Nov 15 at 21:21
if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
Nov 15 at 21:17
if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
Nov 15 at 21:17
Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
Nov 15 at 21:21
Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
Nov 15 at 21:21
add a comment |
3 Answers
3
active
oldest
votes
up vote
8
down vote
accepted
Edit: actually, a bit simpler method. First, the destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Extrude it inwards.
- Make its external edge loop a circle with W > Looptools > Circle.
- Extrude it up on the Z axis.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
The non-destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Give it a Solidify modifier.
- Create a 12 vertices circle.
- Extrude inwards and merge it on its center.
- Give it a Solidify modifier.
- Give it a Boolean modifier / Difference mode with the first circle as Object.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
- Apply the modifier if you are happy with the result.
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
add a comment |
up vote
9
down vote
creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
add a comment |
up vote
7
down vote
Create a 6 sided mesh circle and rotate it $30º$
Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$
Subdivide the inner circle with a number of cuts of 2
Bridge both circles and add the desired modifiers, like a Subsurf and Solidify
Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.
add a comment |
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
8
down vote
accepted
Edit: actually, a bit simpler method. First, the destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Extrude it inwards.
- Make its external edge loop a circle with W > Looptools > Circle.
- Extrude it up on the Z axis.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
The non-destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Give it a Solidify modifier.
- Create a 12 vertices circle.
- Extrude inwards and merge it on its center.
- Give it a Solidify modifier.
- Give it a Boolean modifier / Difference mode with the first circle as Object.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
- Apply the modifier if you are happy with the result.
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
add a comment |
up vote
8
down vote
accepted
Edit: actually, a bit simpler method. First, the destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Extrude it inwards.
- Make its external edge loop a circle with W > Looptools > Circle.
- Extrude it up on the Z axis.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
The non-destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Give it a Solidify modifier.
- Create a 12 vertices circle.
- Extrude inwards and merge it on its center.
- Give it a Solidify modifier.
- Give it a Boolean modifier / Difference mode with the first circle as Object.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
- Apply the modifier if you are happy with the result.
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
add a comment |
up vote
8
down vote
accepted
up vote
8
down vote
accepted
Edit: actually, a bit simpler method. First, the destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Extrude it inwards.
- Make its external edge loop a circle with W > Looptools > Circle.
- Extrude it up on the Z axis.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
The non-destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Give it a Solidify modifier.
- Create a 12 vertices circle.
- Extrude inwards and merge it on its center.
- Give it a Solidify modifier.
- Give it a Boolean modifier / Difference mode with the first circle as Object.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
- Apply the modifier if you are happy with the result.
Edit: actually, a bit simpler method. First, the destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Extrude it inwards.
- Make its external edge loop a circle with W > Looptools > Circle.
- Extrude it up on the Z axis.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
The non-destructive version:
- Create a 6 vertices circle.
- Subdivide it once.
- Give it a Solidify modifier.
- Create a 12 vertices circle.
- Extrude inwards and merge it on its center.
- Give it a Solidify modifier.
- Give it a Boolean modifier / Difference mode with the first circle as Object.
- Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.
- Smooth with a Subdivision Surface modifier and a Smooth Shading.
- Apply the modifier if you are happy with the result.
edited 2 days ago
answered Nov 15 at 21:22
moonboots
6,6302514
6,6302514
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
add a comment |
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
– wchargin
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
– moonboots
2 days ago
add a comment |
up vote
9
down vote
creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
add a comment |
up vote
9
down vote
creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
add a comment |
up vote
9
down vote
up vote
9
down vote
creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
edited Nov 15 at 21:43
answered Nov 15 at 21:37
Virgil Sisoe
3687
3687
add a comment |
add a comment |
up vote
7
down vote
Create a 6 sided mesh circle and rotate it $30º$
Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$
Subdivide the inner circle with a number of cuts of 2
Bridge both circles and add the desired modifiers, like a Subsurf and Solidify
Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.
add a comment |
up vote
7
down vote
Create a 6 sided mesh circle and rotate it $30º$
Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$
Subdivide the inner circle with a number of cuts of 2
Bridge both circles and add the desired modifiers, like a Subsurf and Solidify
Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.
add a comment |
up vote
7
down vote
up vote
7
down vote
Create a 6 sided mesh circle and rotate it $30º$
Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$
Subdivide the inner circle with a number of cuts of 2
Bridge both circles and add the desired modifiers, like a Subsurf and Solidify
Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.
Create a 6 sided mesh circle and rotate it $30º$
Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$
Subdivide the inner circle with a number of cuts of 2
Bridge both circles and add the desired modifiers, like a Subsurf and Solidify
Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.
edited 2 days ago
Robin Betts
5,0601627
5,0601627
answered 2 days ago
Duarte Farrajota Ramos
31.5k53574
31.5k53574
add a comment |
add a comment |
ShadyHorizon is a new contributor. Be nice, and check out our Code of Conduct.
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if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
Nov 15 at 21:17
Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
Nov 15 at 21:21