Remove sharp edge from curved object

Hi all! I am quite new to Blender: I have done a few tutorials (doughnut, blender bros hard surface, halfway through Grant Abbit’s on Udemy) and decided to take a break from tutorials and try something on my own - a coffee machine. Maybe I’ve chosen a project that is a bit too hard, but… here we are.

I can share more images, but the model so far is coming out quite nicely, most of the core body is there. However, I am losing my mind trying to model the metal handle on top. I have finally managed to work out a geometry that I think is working (in the screenshot is just one example but I achieved something similar starting in different ways), and found a way to play with scaling and a cutter to give that nice flat look on the side. However, I cannot get rid of that sharp edge which connects the “half sphere” with the rest. I have tried all I could think of (bevelling, auto smooth, subsurf, …), but I cannot get rid of it, or even if I do it appears somewhere else. Can you help?

(by the way it doesn’t allow me to attach blend files as a new user)

if it means this :

try adding edge loops like this and recalculate normal’s (then even a bevel will work better)

as a new user )welcome btw) you can’t upload files to avoid spams, after some time and engagement with the community you will be able to
but you can use a link to a sharing website

Welcome…
Note how the curve of the end goes another 10-15 degrees beyond vertical. So rather than grabbing out the sphere from vertical / center you should have gone another 6 or so edge loops (looking at the edit mode image).

You can easily create two objects by creating them and connecting them.

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If you want to grow in skills and became successfull - never watch him again, ever.

The way how you try to approach this goal are show what, unfortunately, yes, you chose something too complicated too early. Because, as an example, what you re showing currently shows what you didnt do planning, like “how dense topology i need in the start?”, and if mid-poly’ish way was chosen - well, you ask question what shows what you are not skilled in this area yet.

oo_1942 already shows how you can model this, but im personally can recommend to at first watch majority of the tutorials from this channel: https://www.youtube.com/@Motionworks/videos
Where the you can find a lot of complicated cases and how to solve them, some basics of planning before modeling something, and finally - real subd hard surface modeling.

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Thank you all for your very kind responses! I will try to follow them all.
cgPixel: I have tried to do that, but it does not solve the problem, probably because the angle between the sphere and the rest of the geometry is too sharp.

Matakani: I did try that as well yesterday and I am pretty sure even that was not working (it was basically moving the problem to later in geometry), but let me try again today and share a screenshot later.

@oo_1942 @SoundDifferent the “creating and connecting objects” is something I had thought of, in fact I had not tried to model the “left” object as I know it’s straightforward. What I am not capable of doing is to model something like the object you have on the right - I am no expert, but I can see it has a nice clean geometry and topology with no vertices wasted. How can I learn to do exactly that kind of stuff?

I mentioned at the beginning the tutorials I have done, but they teach basic things. I did check the channel recommended, but I saw it’s mostly about Cinema 4D. Would you still recommend that, or is there a good Blender course to teach me this stuff?

(edit: by the way, the choice of high-res comes from blenderguru advice. During the tutorial he essentially says: for organic models better start with low poly, for hard objects better to start with high poly. But i can see in oo_1942’s screenshot that the object on the right is the type of stuff I need to learn how to do)

@Matakani here it is: even leaving some extra loops, I still get the problem. I have in mind a solution using proportional editing and a knife and so on which could work, I am trying today and will post the outcome - but the clean geometry showed by oo_1942 is without a doubt what I should keep as final goal.

My try:


part.blend (942.9 KB)

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It’s a YouTube that I also like, but unfortunately, I hid some of my lectures recently. :relieved:

He have a lot of videos with blender, but subd topology are dont care about software and works similar everywhere, so even tutorials made in cinema/may/maya/etc can worth a watch.

The topology itself is simple.
But it’s hard to organize it according to the situation.
Don’t try to solve this in a short time, watch a lot of lectures and gain their experience :slightly_smiling_face:

add…

fsdf.blend (1.2 MB)

Attached is a file created by each process.

Add…

rwerw.blend (1.1 MB)

It’s modeling using Boolean.
It is easier to apply Bevel after completing Boolean and organizing some edges, but considering modifications, keeping all modifiers helps. (Choose by situation)

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Guys, you’ve been great and really kind! Thank you for sharing all the above. Following the screenshots and particularly @oo_1942 's instructions I have discovered the existence of rounded cubes and managed to recreate something similar to what you have shared - screenshot below of where I got to tonight! Getting there slowly…

Also, thank you for all the indications. After this personal project, I will go back to following a few extra tutorials especially with round shapes as I am not confident at all altering topologies in those scenarios. Thank you again!

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