Only straightforward way i could think of was slicing it with a boolean, however then im left with a huge ngon that creates a lot of shading artifacts. How would you go about modelling this? preferably while keeping quads. Pattern is marked with green.
You can use the Boolean or Knife tool, and Ngon is not a problem if you don’t use the Subdivision modifier.
If you use a Boolean modifier, it is recommended that you keep it without converting it to a mesh.
If you inevitably convert a Boolean modifier to a mesh, you need to clean up Vertex.
The shading problem is solved using WeightedNormal and Smooth by Angle modifiers.
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