Hello,
Newish to Blender of course.
I’m working on a model I got from an STL file that I’m trying to clean up and make nice for use in Blender. It’s been a nice learning project for me.
One thing I’m stuck on is that things which would be round (primarily screw heads and screw holes are currently square or hexagon). Is there a way to us a modifier or something in order to round those shapes?
Also, importing models tends to result in bad geometries, so perform the “Tris to Quads” (Alt+J) to turn triangles into square shapes you can work with easily. Also, sometimes vertices get duplicated, so go into vertex mode, right-click, go down to Merge Vertices>By Distance.
An addon to help you in what you are doing could be LoopTools. When installed, you can right click, and at the top, there will be a LoopTools option, and just select “Circle”.
What do you recommend for the holes? I haven’t yet gotten into cleaning up vertices ever before so if that needs to happen first before I can modify the actual shape I’ll need to study on that. I’ve been trying to use LoopTools and other things but I’m not finding a way to round out that square hole to be a circle hole.
Thanks for the help so far! I started getting it and it’s looking really close! I’m a bit stuck now trying to deal with some weirdness around my edges.
Bevel on a hole in a solid works but leads to N-Gons that may or may not mess up the textures…It can be cleaned up but you are already trying to clean things up so it just adds to the work…
I can get it round but then I have some of these overlapping faces on the sides that overlap the edges of the circle. I’m guessing I need to clean up around my squares before I try making it into a circle? What is the best way to clean up this really messy mesh? I’ve never gone down that path before so I’m very much a noob there.
Sorry to be spamming this but I’m really learning as I go. Hoping maybe I document something here that will help someone else.
Mesh>Clean Up>Limited Dissolve was perfect for cleaning up all this messy mesh. Putting the Max Angle too high loses definition in the mesh, but really once you hit about 1 degree you got what you needed.