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?
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.
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.
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…
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.