Lols - thanks for linking the question to an hour long video.
Actually, I’m fairly impressed with the technique in terms of the quad-based edgeflow it maintains; something which is missing if you (by comparison) use the current bevel tool.
So to save watching the whole tutorial, here’s the simple steps of the relevant stuff:
- Start with your plane or cube in the case of this question.
- Add a Subsurf modifier: change the number of subdivisions to say 3 for a smoother look. This will result in the cube looking more like a ball
- In EDIT mode select all vertices and use [W] key subdivide.
- While subdividing (step 3), increase the “number of cuts” (to 2) in the [T]-key toolbar.
The result is geometry something like this:
It still has one of the problems I mentioned last post; lots and lots of unnecessary edgeloops which I would prefer were not there. Does anyone know of an efficient way of deleting redundant edgeloops (flat edge ones which aren’t part of an edge curve).
The final result should be more like this, but without taking an age to manually delete loops one by one (which is what I just did);