I lost a jewell I really care about so I just get into blender to try to model it as close as possible in order to give this to someone who could make it. In other words : I am a Blender noob !
As mentionned I am trying to make an oval shape on a part of an object. My theory knowledge is so short that I think the best way is to illustrate :
Here a little description of what I want with my poor modeling vocabulary : the shape I want to add is already drawn but it seems that the subsurf(on the global object, btw all is in a single object) is not applying the way I want to : the “extrude” is extending below and above the shape and the vertices are messing up and generate unwanted shapes because of subsurf.
I know about adding edges to “contain” the subsurf (as you can see on the object) but all I tried didn’t get rid off the unwanted shapes.
If someone could please give me a link to the theory I need to solve this problem or at least put in in pertinent words (so I can google it more efficiently).
Thanks for your attention !
NB : after writing this message I found a way to upload my blend file so there it is if you want to mess with [final]BeforeOvals.blend (471 KB)
Well you’ve got tri’s which is a bad start. Now are you trying to cut an oval shaped hole through the this object, or are you trying to add some type of shape extruding outwards, like a pimple? There is a difference in how you’ll need to proceed. And no need to keep lamenting on your inexperience, just try and describe what you want in your best terms. Even a poorly drawn sketch can be useful.
Doing what I did below is very easy. If you need to cut a hole through it will be a bit more involved. You could try a boolean modifier but that usually ends in disaster.
I didn’t quite get what the end result should look like but I checked your file and made some changes.
Here’s what was wrong (and how to fix):
Double geometry (select all, W -> remove doubles)
Too high level in subdivision surface modifier. Best to have max 3 in the viewport and use smooth shading, no subdivision visible while adjusting the mesh. For 3d printing though high subdivision level is needed because only real geometry counts.
(subdivision surface subdivisions: 3 (or ctrl+3). Turn smooth shading on in object mode and if there are black spots, edit mode, select all, ctrl+n to recalculate normals)
Ngon face on top. Ngon is a face that has more than 4 vertices. Might be enough to inset it (I key when the face is selected) but could also cut it to quads, or remove and fill the hole with quads.
No supporting edge loops around sharp edges (ctrl+r to add a loop cut, lmb to confirm)
I made the oval shape by selecting few faces and insetting them, then scaling towards the middle. Moved few edge loops with edge slide (select, G key twice) to even out their spacing along the curved surface.
Thank you guys for your fast answers and sorry for my late response.
Big thanks especially to you ja12, you got it d*mn close to what I want, and your edited .blend file was very instructive. Below the final result of what I wanted (very small differences)
“And no need to keep lamenting on your inexperience” : I just mentionned that I am a noob (this is my first modelisation), and I precised that I do not have the pertinent vocabulary … this is not really a lamentation. This is being polite to warn you, gentle readers, that I cannot accurately describe my problem. However thanks for your help !