Cut out rounded rectangles.

I have a rounded rectangle shape. I would like to cut another rectangular shape out of it. I have tried a few methods and ended up with a nasty finish. Can anyone suggest how I could tidy the mesh up, or another approach to creating the mesh?

As you may well have noticed from my previous posts, I am having difficulties modeling. Can anyone post a link to a thorough tutorial on modeling?

Thanks:cool:

http://img245.imageshack.us/img245/9408/againja7.jpg
http://img524.imageshack.us/img524/600/ioioioooionz2.jpg

not sure what you are trying to do, but here’s how to do it :smiley:

I’m guessing you want to make a hole on one of the sides of the model. Do this:

  1. Select all the inner edges of the model
  2. Subdivide those edges so that you get a new loop going around the entire model
  3. Use edge slide (Ctrl + E) to get that line where you want one side of the hole to be
  4. Repeat steps 2 and 3 for the other edge of the hole
  5. Select the edges where you want the hole to be and subdivide those and again use edge slide to move the edges where you want one end of the hole to be
  6. Repeat step 5 for the other end.
  7. Now you should have the edges for a rectangle on your mesh, just delete the faces and you have a hole.
    /8. For more detail, just add more edges)

I hope I’m being clear enough. If not, just ask for some images

Hi Morio,
Thanks for the reply. What I am actually trying to do is create the shapr I have rendered above, but with no nasty finish on the surface.

Everytime I render a model there seems to be problems with the continuity of the surface texture.

The problem areas are circled in red below.

How do I model this shape so I dont get these ugly parts?

http://img295.imageshack.us/img295/6238/ioioioooiobe1.jpg

Are you sure all the vertices on the top are exactly in on the same plane?

Select the top vertices and press s -> z -> 0 to set them on the same plane

I made an example based on subsurf and mirror modifier. It has hook controls that can be used to determine width, height and thickness of the frame. Just move the arrows to control those attributes. If you want to move the frame around, you need to apply the hook modifiers to the frame. The .blend can be found at http://bebraw.googlepages.com/frame.blend .

BeBraw! Morio! Thanks!!
It’s really satisfying recieving helpful replys in this forum.
Morio - the guidance you gave me corrected the surface and now it looks great. When you’re scaling on an axis you can press 0 and it will align the vertices to that axis. Is this correct? It seems that way! Thanks. :slight_smile:

BeBraw - When I read your reply I was quite confised as I am very uneducated when it comes to subsurf’s and mirror modifiers. I pulled appart the .blend file and noticed how useful subsurfs and modfiers are. Thankyou kindly. It would have taken me quite a while to realise I could use these tools. :slight_smile: :slight_smile:

I’m losing my mind again.

Morio, the aligning of vertices that you suggested worked until I extrude the surface to give the model some depth. Then the surface has some distortion again.

I was considering using BeBraw’s method of subsurfing and modifying but I am unsure how precise I will be able to get the rounded corner. I need the rounded corner to consist of 10 vertices in order to fit snuggly into the holding tray below. I hope you understand what I mean…?

Here’s the result of the extruded version I made following Morio’s alignment method… it just doesn’t look flat anymore…

http://img505.imageshack.us/img505/968/againkt4.jpg
Shot at 2007-07-02

Well, I can’t really tell from the pic, but when I have similar problems (visually, after rendering) I select my object, go into Edit Mode, then hit CTRL+N to recalculate normals outside.

Again, I’m not sure if that’s the problem you’re having here, but I modeled a bar (w/ countertop) and it rendered in a similar fashion to your image until I learned the preceeding trick.