I'm trying to create a mesh as shown in the image. The best way I could think to do this was to use the Boolean modifier, which looks nice shaded flat. However, this creates a messy topology with several large n-gons which causes unsightly artifacts when smooth-shaded.
I was wondering how one could create proper topology from this. Or is using a Boolean modifier the wrong way to go about it? I'm pretty new to Blender and 3D modeling as a whole so I would love to hear how someone more experienced than me would create a shape such as this. Thanks in advance!
$\begingroup$ $\endgroup$
2 - $\begingroup$ you could bevel the angles and try to keep quads instead of ngons. Maybe share your file: blend-exchange.giantcowfilms.com $\endgroup$moonboots– moonboots2019-04-06 15:25:09 +00:00Commented Apr 6, 2019 at 15:25
- $\begingroup$ Thanks for the suggestion! I've uploaded the file. I'm not sure how I would go about keeping quads with this kind of mesh though. $\endgroup$Jordan– Jordan2019-04-06 15:29:27 +00:00Commented Apr 6, 2019 at 15:29
Add a comment |
1 Answer
$\begingroup$ $\endgroup$
0 I would do it this way:
- First apply the Scale on your object because if you've scaled your object in Object mode the bevels won't give anything good.
- Only keep the front face.
- Use the knife to create quads all over your plane: K to activate, Z to cut through, C to cut perpendicularly.
- Make sure you don't have vertices very close to each other, if so use merge, remove doubles.
- Extrude.
- Give your object a Subsurf modifier and smooth it.
- Bevel the drawings edges.
- Bevel the border edges.
- Cut an edge loop with the knife along the background face (or mirror the front face so that you don't have to work the back).
- Clean all the corners.
