My very first Blender project is modeling a synthesizer rotary knob.
It’s going OK-ish so far but, as you can see, the resulting mesh isn’t optimal for further editing.
The top side consists of a partial sphere (applied using a Boolean Modifier and then converted to mesh) in which i then extruded a flat circular face inward.
I did it this way because the top round part really has to be spherical all around the knob.
The result is that properly bevelling the top outer edge has become impossible.
I have to redo everything anyway, so if anyone has any tips about how to redo the top side properly i will be most grateful.
Say this is your setup for the sphere intersection
do not apply a boolean modifier, but select the top vertices of the cylindrical object, press f to create a face, and inset a couple of times (make sure to have no overlapping geometry)
select only the innermost edge loop, and use LoopTools’ circle function (add-on included with blender), set the radius as deisred:
Add a shrinkrwap modifier with
a) the sphere as target,
b) set tp project in z direction, positive and negative, and
c) restricted to the vertex group just created
I had to solve some problems with the cylinder mesh (came down to Merge By Distance) and apply scale/rotation before i could start focusing on this, but it looks really really great now. I’m learning as i go, so solving problems isn’t necessarily a bad thing.