Round Cone Tip

Hello all,
I’m new to Blender and I’m trying to make a cone with a round tip.
I’ve seen a few things like using Bevel on a cylinder to make a round tip, but it doesn’t quite get to the shape I want.
Image attached of a 2d drawing that I’m looking to create in Blender.


If you guys can give me some tips on how to make the cone tip round, I would be grateful.
Thanks in advance for any help you can provide.


From top left:

  • Plane
  • Subdivided (W -> subdivide)
  • Inset (i)
  • To Sphere with full strength (alt+shift+S, 1, enter)
  • Few more insets
  • Outer edges selected
  • And hidden (H)
  • Center vertex moved up with proportional editing on (O)

Final has its border edges extruded (E) and creased (shift+E). Subdivision surface, edge split modifiers added in the stack and smooth shading on.

You have drawing - Blender has tools… Let’s make it as precise as possible; not like CAD, still ;).

Image set as background:
http://www.pasteall.org/pic/80710
Add Plane, in edit mode delete all vertices and Ctrl- RMB add new vertices where needed; Top view, button Spin, W delete doubles. The rest is obvious - square frame either by extruding or by adding default Grid, connect. I - inset, K - knife, Solidify, Subsurf. Print.

Wow guys, thank you. I know it’s simple for you, but this is really awesome for me.
I’m working on creating the mesh right now according to your instructions…

JA12: I have not figured out what is wrong with my subsurf modifier.
I extruded the base instead of hiding it,… I couldn’t figure out why you made the edges hidden, then I applied the subsurf and creased modifiers… not sure what the creased is doing on my object. I think I’ve gone wrong somewhere, just haven’t figured out where.



eppo: I can’t figure out how you got that project working out of the file I gave you.

On the Tool roll-out (left-hand side of 3D Viewport) click on Shading > Smooth.

Then in your Subdiv modifier, increase Subdivisions > View. ‘2’ usually does the trick, but you shouldn’t have to go higher than ‘3.’

I hid the parts that I didn’t want to affect with proportional editing, otherwise I would’ve needed to get the proportional size low enough to not touch them:


Left: proportional editing without hiding
Right: same but hiding part of the model to keep vertices in place


Unhiding shows the result. Right one still have one edge loop around the cone level with the base.


Edge creasing controls the subdivision surface roundness on an edge.

From left to right (subdivision result above):

  • Edge creasing around sharp edges. Creasing alone gives shading artifacts.
  • Edge creasing and edge split on the same edges. Sharp 90 degree angle on the edge. Clean but not very realistic.
  • Perimeter loops near the sharp edges (close up in the bottom viewport). Holds the edge but still gives a bit of roundness on it. This could be combined with edge creasing to get that unrealistic sharp 90 degree angle without edge split because perimeter loop also takes care of the shading.