what is the best way to create multiples holes in a mesh? Im been using mesh tool>to sphere but this is good for 1 or 2 or maybe 3 but what about doing 10 or 20 holes!
‘To Sphere’ won’t acutally create a hole. I’m not too sure what you are saying. To make a hole: While in edit mode select a face and type Delete, then select face. ‘To Sphere’ is a tool for adding curvature to a set of vertices so maybe you are making dents?
I think PG1 is using To Sphere with the cursor in the middle of the hole to round them off. Anyway 10 or 20 done this way isn’t so bad; modeling is just hard work sometimes. But if your model is somewhat symmetric, you could make a piece of it with the hole and use duplicating (Shift-D, Alt-D) and the mirror modifier to lessen the workload.
Oh. Well, along those thoughts, a nice way to make a round hole is to add a sub-surf modifier. Then, as above, delete a face and it’s already round!
- CD38 have an idea of what am trying to do here :D, yes with the cursor selection - I dont mine to do 10 holes that way but wanted to check if there was any other easy way or method to do this, however I can try Marty_D idea
a nice way to make a round hole is to add a sub-surf modifier. Then, as above, delete a face and it’s already round!
:yes:
here is an example of what I meant :eyebrowlift2:
Attachments
Of course for accuracy your method is much better.
Yes, this is one of the most FAQs. Unfortunately, there will probably never be any simple way to put a hole in a mesh cleanly. Its just part of modeling the mesh. You have to tweak and pull vertices to get noses and hood ornaments; the same is true for holes.
Something that can help when using the subsurf modifier is to turn it off while in edit mode and get your hole exactly where it belongs, and making sure you have enough control points (that is, vertices around the edge) to account for the geometry of the mesh surrounding it. [That is, on a plane, you really only need about eight vertices around the hole. Whereas on some doubly curved surface you’d need a bit more.]
Then, select all the vertices of the hole, turn on the subsurf modifier, and extrude edges–>escape key. This should give you a very nice edge and allow the mesh geometry to tug on the hole’s original edge vertices without deforming the new edge vertices. If the result isn’t quite right you can either edit the new vertices or just delete them, turn off the subsurf, make your adjustments, and repeat.
Hope this helps.