Hi,
This rounded section started with a circle. I can’t find a way to smooth the side, without messing up the top surface also.
I tried set smooth, but it messes with the sharpness of the flat top near the outer edges.
Subdividing doesn’t seem to help but maybe I’m approaching it incorrectly.
See images here.
Edit: Cire is also right, the edgesplit modifier will work also.
Go into object mode. select your object that you want to be smooth.
Then, in the editing panel (F9) of the buttons window press “set smooth”. This will smooth the entire object.
To keep the edge of your cylinder hard, press “auto smooth” and make sure the “degrees” field is something reasonable (the default is 30). This smooths only edges with an angle less than the number of degrees you enter.
@Juggler
he wants the outer ring of faces to be smooth and the top to be smooth, but he also wants the edge separating the top from the sides to be hard.
And thank you everyone for the ideas. They were educational to try … even if they didn’t work.
Anyway … I found an old .blend of mine that was of a jumbo guitar fret that started with a cylinder.
It’s better than what I have now so I’ll either use that or do something to make it look like it’s supposed to be a bit angled on the outer rim.
I knew this could be done I just couldn’t remember that I started with a cylinder last time I got it.
So I’ll append it and scale it into place and replace the circle.
well your mesh is just totally wrong, full of doubles and internal faces. Just selecting the thing and pressing removing doubles removed more then 3500 doubles.
Here is a corrected version. http://rapidshare.com/files/38174385/sk_circle.zip.html
basically smooth doesn’t work with a bad mesh…
My knowledge growth rate over the past week has been unbelievable due to help from people like you.
Internal faces ? Is there a tool to check for and remove those?
Does remove doubles remove all doubles or just vert. doubles?
I’ll look at the fix and also put a big note on my monitor saying … “When having any kind of problems, first check for doubles and normals pointing the wrong way.”
Removing doubles removes double verts but if you have 4 double verts (so 8 verts) forming 2 planes, well that will become one plane. It works a bit like “merge at center” for all verts located closer together then the limit allows. So it removes everything that is double.
Internal faces have to be removed by hand. You can spot them by looking at your normals (inner faces tend too allways mess them up) or by looking around in transparant shaded vieuw, if parts apear more purple then others you’ve got more faces, wich depending of your model will probably not be normal…
Yes. By hand. Got it.
I’ve got your fixed circle and my original in the same small file side by side and will be trying to get mine to look just like yours.
This is really cool stuff to lean.
Well fixing your model would have taken ermm, too long. So I replaced it by a new one at the exact location.
But here you go your own .gif tutorial. Sorry for the spelling mistakes, I don’t have time to correct them.
The most important step is to snap your cursor to selection I think (that is step no 2)
And I add a circle with 128 verts because that is how your original model was. You can however use 64 verts and still have a smooth circle but as I don’t know if that high density was there by mistake or not I kept 128 verts.