Can I make tubular hole at the edge of the face without bool operatios?
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I wonder if this process could be done some other way.
Lets say I want to get this result, but without boolean.
I could think of only one way and it is beveling. I make loopcut, then push one edge inside the cube and bevel it, also I used 2 more loopcuts to limit the beveling, but it does not look circular. Do you have any trick for that?
bevel
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up vote
1
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favorite
I wonder if this process could be done some other way.
Lets say I want to get this result, but without boolean.
I could think of only one way and it is beveling. I make loopcut, then push one edge inside the cube and bevel it, also I used 2 more loopcuts to limit the beveling, but it does not look circular. Do you have any trick for that?
bevel
I don't fully understand why you would not want to use the Boolean modifier, when it gives you the desired result. If you need to have the geometry editable, then just apply the modifier and delete the subtracting object.
â Valentin Walter
3 hours ago
From scratch. eg make ngon from square and circle and extrude?
â batFINGER
2 hours ago
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up vote
1
down vote
favorite
up vote
1
down vote
favorite
I wonder if this process could be done some other way.
Lets say I want to get this result, but without boolean.
I could think of only one way and it is beveling. I make loopcut, then push one edge inside the cube and bevel it, also I used 2 more loopcuts to limit the beveling, but it does not look circular. Do you have any trick for that?
bevel
I wonder if this process could be done some other way.
Lets say I want to get this result, but without boolean.
I could think of only one way and it is beveling. I make loopcut, then push one edge inside the cube and bevel it, also I used 2 more loopcuts to limit the beveling, but it does not look circular. Do you have any trick for that?
bevel
bevel
asked 3 hours ago
ligazetom
165
165
I don't fully understand why you would not want to use the Boolean modifier, when it gives you the desired result. If you need to have the geometry editable, then just apply the modifier and delete the subtracting object.
â Valentin Walter
3 hours ago
From scratch. eg make ngon from square and circle and extrude?
â batFINGER
2 hours ago
add a comment |Â
I don't fully understand why you would not want to use the Boolean modifier, when it gives you the desired result. If you need to have the geometry editable, then just apply the modifier and delete the subtracting object.
â Valentin Walter
3 hours ago
From scratch. eg make ngon from square and circle and extrude?
â batFINGER
2 hours ago
I don't fully understand why you would not want to use the Boolean modifier, when it gives you the desired result. If you need to have the geometry editable, then just apply the modifier and delete the subtracting object.
â Valentin Walter
3 hours ago
I don't fully understand why you would not want to use the Boolean modifier, when it gives you the desired result. If you need to have the geometry editable, then just apply the modifier and delete the subtracting object.
â Valentin Walter
3 hours ago
From scratch. eg make ngon from square and circle and extrude?
â batFINGER
2 hours ago
From scratch. eg make ngon from square and circle and extrude?
â batFINGER
2 hours ago
add a comment |Â
2 Answers
2
active
oldest
votes
up vote
2
down vote
If you want to keep it in quads you could do something like this.
You need to activate the loop tools add-on and use the circle function.
Sorry for the poor quality gif. I hope it is clear what I did there.
Here is a brief summary.
I made a plane and scaled it x 2 so I can cut it in half later.
Added some edge loops in both directions and scaled them down in X or Y direction.
Selected a square of vertices and clicked the circle button in loop tools.
Cut out the circle, cut off half of the plane and then extruded it up.
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
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up vote
2
down vote
Front row:
- Subdivided Plane
- Central faces selected: Loop Tools > Circle ( or Space Bar > Circle )
- Delete appropriate faces
Back row:
- Extrude
- Bevel Modifier, angle-based, (not catching curve), Segments:2 Profile:1
- Subdivision Modifier
(Close-up of bevel result)
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
If you want to keep it in quads you could do something like this.
You need to activate the loop tools add-on and use the circle function.
Sorry for the poor quality gif. I hope it is clear what I did there.
Here is a brief summary.
I made a plane and scaled it x 2 so I can cut it in half later.
Added some edge loops in both directions and scaled them down in X or Y direction.
Selected a square of vertices and clicked the circle button in loop tools.
Cut out the circle, cut off half of the plane and then extruded it up.
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
add a comment |Â
up vote
2
down vote
If you want to keep it in quads you could do something like this.
You need to activate the loop tools add-on and use the circle function.
Sorry for the poor quality gif. I hope it is clear what I did there.
Here is a brief summary.
I made a plane and scaled it x 2 so I can cut it in half later.
Added some edge loops in both directions and scaled them down in X or Y direction.
Selected a square of vertices and clicked the circle button in loop tools.
Cut out the circle, cut off half of the plane and then extruded it up.
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
add a comment |Â
up vote
2
down vote
up vote
2
down vote
If you want to keep it in quads you could do something like this.
You need to activate the loop tools add-on and use the circle function.
Sorry for the poor quality gif. I hope it is clear what I did there.
Here is a brief summary.
I made a plane and scaled it x 2 so I can cut it in half later.
Added some edge loops in both directions and scaled them down in X or Y direction.
Selected a square of vertices and clicked the circle button in loop tools.
Cut out the circle, cut off half of the plane and then extruded it up.
If you want to keep it in quads you could do something like this.
You need to activate the loop tools add-on and use the circle function.
Sorry for the poor quality gif. I hope it is clear what I did there.
Here is a brief summary.
I made a plane and scaled it x 2 so I can cut it in half later.
Added some edge loops in both directions and scaled them down in X or Y direction.
Selected a square of vertices and clicked the circle button in loop tools.
Cut out the circle, cut off half of the plane and then extruded it up.
edited 1 hour ago
answered 2 hours ago
Coffeehouse
751110
751110
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
add a comment |Â
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
Could you please write down most important steps to not to relay only on overly long gif?
â cgslav
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
@cgslav yes, you are right. I edited my post.
â Coffeehouse
1 hour ago
add a comment |Â
up vote
2
down vote
Front row:
- Subdivided Plane
- Central faces selected: Loop Tools > Circle ( or Space Bar > Circle )
- Delete appropriate faces
Back row:
- Extrude
- Bevel Modifier, angle-based, (not catching curve), Segments:2 Profile:1
- Subdivision Modifier
(Close-up of bevel result)
add a comment |Â
up vote
2
down vote
Front row:
- Subdivided Plane
- Central faces selected: Loop Tools > Circle ( or Space Bar > Circle )
- Delete appropriate faces
Back row:
- Extrude
- Bevel Modifier, angle-based, (not catching curve), Segments:2 Profile:1
- Subdivision Modifier
(Close-up of bevel result)
add a comment |Â
up vote
2
down vote
up vote
2
down vote
Front row:
- Subdivided Plane
- Central faces selected: Loop Tools > Circle ( or Space Bar > Circle )
- Delete appropriate faces
Back row:
- Extrude
- Bevel Modifier, angle-based, (not catching curve), Segments:2 Profile:1
- Subdivision Modifier
(Close-up of bevel result)
Front row:
- Subdivided Plane
- Central faces selected: Loop Tools > Circle ( or Space Bar > Circle )
- Delete appropriate faces
Back row:
- Extrude
- Bevel Modifier, angle-based, (not catching curve), Segments:2 Profile:1
- Subdivision Modifier
(Close-up of bevel result)
edited 13 mins ago
answered 50 mins ago
Robin Betts
4,1131624
4,1131624
add a comment |Â
add a comment |Â
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I don't fully understand why you would not want to use the Boolean modifier, when it gives you the desired result. If you need to have the geometry editable, then just apply the modifier and delete the subtracting object.
â Valentin Walter
3 hours ago
From scratch. eg make ngon from square and circle and extrude?
â batFINGER
2 hours ago