So I’m trying to make a sharpener, and it was going really well up until I got to one end and realized that I got myself into trouble. (Blender file is attached to see said trouble)
Now I have a few questions, did I make the circle on the top the best way possible? I realize now that I should have probably made the top a different mesh from the rest of it but say if I needed to have it as one mesh did I do it correctly? I have this nagging feeling I’m doing it stupidly.
I have no idea how to fix this easily and I don’t really care if I don’t. The hole at the top for the pencil kind of made it more complex than it needed to and I tried my best to keep it simple as possible but yah… Also there was an accidental Ngon made, I was kinda mucking around with it and Bam! A wild Ngon appeared.
Not sure if this is advanced or not, I probably just made it harder than it needed to be. I’m not used to box modelling but without orthos I decided to try it instead of edge modelling. - Was modelling from life.
Now the only reason i didn’t want to do it like that is because it creates triangles. And what if I want to subsurf that area? - Now was that with boolean modifier? Also trying to only get quads in this model.
Triangles and n-gons aren’t really a problem on non-deforming geometry as long as you can create an edge loop wherever you need tight creases. Everything gets turned into tris when you render anyway.
Hmm okay makes sense, I just thought keeping it quad was the ideal way to model and wanted to keep that even if I’m not animating it.
then add a cube subdivide it level 3 apply and add a sursurf too it
then in middle of faces you can remove a vert then add some loop around the hole
re shape it a little and it should give a nice circle hole!
Oh I know that I was replying on how to do that when you make Triangles in it. I just don’t like making triangles at all and wished to make the whole mesh without them, but I suppose for none animating things it is fine. I’m a bit of a topology freak >.>
But what if I wanted to make this purely quads? I feel that this would be hard to do this kind of mesh without making it so complex in the beginning with all of the sub-divides.
I asked what if I wanted to make it out of quads? I can only think of using sub-divide* which makes it very complex and me very unhappy. I already knew what sub-surf does. I think you may have read my question wrong
For model like this where there are many geometries coming together, box modeling is not the way to go. Mesh flow is not as obvious; there is cone form with rectangular slot. Boolean is the way to go. Make the basic cut, and clean up the mesh: