How to close this edge?

I just started to do some of my architectural modeling in Blender, and i still have a few problems. Below is a screenshot with my modeling problem, the model on top is like it should look, the model below is my starting point. So how do i create this clean edge? Booleans can help, but are to complicated in Blender, edge loop obviously cant work, any ideas?

I tried to scale the diagonal profile below the model, but snapping doesn’t work.

I would:

  1. Place the cursor at a vertex on the inside corner.
  2. Place a new vertex at the outside top corner.
  3. Set ‘Transform Pivot Point’ to ‘3D Cursor’.
  4. Switch snapping mode to ‘Vertex’; Set ‘snap with’ to ‘Active’; Ensure ‘Rotation’ and ‘Scale’ are both selected under ‘Affect’.
  5. Select all of the vertices of one of the sides, and re-select the top/outside vertex of that side to ensure it is the active vertex.
  6. Press R Z (constrain rotation to Z axis) and snap to the top outside corner vertex you created earlier. Or R Z 45, since you already know the angle.
  7. Press S Shift+Z (scale on X and Y, Z locked) and snap to the top outside corner vertex. Or you could be ridiculous and press S Shift+Z 1.414 213 562, being the square root of 2. I might think less of you for this, but I completely understand the compulsion.

You can do the same with the other side, too, or just grab and snap the vertices into place.

Be sure to merge vertices and remove any internal geometry afterward.

Thanks for the tip, sounds a bit complicated. It seems that using boolean tools is a bit faster, i just have to learn to put the cutting object on a new “layer”, and not to forget to apply the deformer to the mesh when finished.

Hi,
have you tried with the shear tool and setting the angle at 45º (it shows in decimal, so try 1, -1, 0.5, -0.5 and so on)?

Also, while I’d model it this way in some particular circumstancies, I hardly ever have the need to model cornices or mouldings, really. I’d go with curves and profiles, and done.

Roughly, it’s done converting to curves the desired already present edges of the room or building (or the ceiling/floor/door/window polygon(s)) and applying then a pre-made curve profile as a 3D curve bevel.
The result can be converted to mesh then, for shading and texturing and other effects or additional modelling.

Also, there are add-on’s with presets already made. Pretty handy if one is a professional and time is of the essence and one rather spend time on other matters. Same for door and window frames, and so on.

Ah, thanks, that works fine and relative fast … and is just to obvious. :face_with_monocle: I just have to understand the settings.

Well, curves and profiles are a pain. Usually in my actual modeler, a solid modeler, i place the profile on the path, click “use existing position”, and everything works fine. In Blender my extruded profile is anywhere lost in space and i need endless trying to get it right. But i have a baseboard predefined with just two points which i copy into the scene and extrude it point by point.

Curve and custom bevel profiles are actually quite practical and easy to use once understood; but yes, a tad abstruse at first.

DM me if you’d like a quick demo. Once seen in action it’s really not much of a thing.

Haha, yeah, it sounds super complex because I needed to spell out the setup. 95% of the time when I am doing precision modeling I have all of that setup out of the way, and I toggle back and forth between vertex snap (with those settings already in place) and grid snap.

For me, this would just be a matter of placing the target vertex, selecting the part I want to grab, and then drumming out those two sets of keystrokes from muscle memory.

I guess the keystrokes sound complicated, but GRS+axis transformations are one of the first things to become deeply ingrained in your muscle memory if you use Blender a lot.

In the past I’ve avoided booleans and boolean-style stuff in Blender because it often led to artifacts, bad geometry (still does, actually), and often less-than-perfect accuracy. Now I just have a bunch of old habits I rarely think to question…

Yes, Booleans behave sometimes weird, but overall they work pretty well. Most of the time when the boolean cut looks fine i apply it anyway, so no need for changing later.

Try Shear.
You can specify the central axis using a 3D Cursor.
The distance of offset 1 is 45 degrees.