Square - Octagon - Circle - Modelling puzzle












4















I'm trying to make a rubber mat that is basically a big flat cube with lots of little holes (cells). It makes sense to me to model each cell and use an array modifier to construct the overall mat.



The problem I'm having is one i frequently run into in other areas too, which is how to add geometry as you go along without creating shading issues.enter image description here



In this particular example, I need to go from a square outer edge (4 verts) to an octagon (8 Verts) into a circle ( I can get away with 16 verts). I've done this by a combination of extruding and subdividing, which works okay(ish) but generally creates shading and edge loop issues.



My question is - Is there a proper way to perform this kind of extrude and subdivide modelling? Or am I going about it the wrong way completely?



Many thanks in advance!



Sam










share|improve this question



























    4















    I'm trying to make a rubber mat that is basically a big flat cube with lots of little holes (cells). It makes sense to me to model each cell and use an array modifier to construct the overall mat.



    The problem I'm having is one i frequently run into in other areas too, which is how to add geometry as you go along without creating shading issues.enter image description here



    In this particular example, I need to go from a square outer edge (4 verts) to an octagon (8 Verts) into a circle ( I can get away with 16 verts). I've done this by a combination of extruding and subdividing, which works okay(ish) but generally creates shading and edge loop issues.



    My question is - Is there a proper way to perform this kind of extrude and subdivide modelling? Or am I going about it the wrong way completely?



    Many thanks in advance!



    Sam










    share|improve this question

























      4












      4








      4








      I'm trying to make a rubber mat that is basically a big flat cube with lots of little holes (cells). It makes sense to me to model each cell and use an array modifier to construct the overall mat.



      The problem I'm having is one i frequently run into in other areas too, which is how to add geometry as you go along without creating shading issues.enter image description here



      In this particular example, I need to go from a square outer edge (4 verts) to an octagon (8 Verts) into a circle ( I can get away with 16 verts). I've done this by a combination of extruding and subdividing, which works okay(ish) but generally creates shading and edge loop issues.



      My question is - Is there a proper way to perform this kind of extrude and subdivide modelling? Or am I going about it the wrong way completely?



      Many thanks in advance!



      Sam










      share|improve this question














      I'm trying to make a rubber mat that is basically a big flat cube with lots of little holes (cells). It makes sense to me to model each cell and use an array modifier to construct the overall mat.



      The problem I'm having is one i frequently run into in other areas too, which is how to add geometry as you go along without creating shading issues.enter image description here



      In this particular example, I need to go from a square outer edge (4 verts) to an octagon (8 Verts) into a circle ( I can get away with 16 verts). I've done this by a combination of extruding and subdividing, which works okay(ish) but generally creates shading and edge loop issues.



      My question is - Is there a proper way to perform this kind of extrude and subdivide modelling? Or am I going about it the wrong way completely?



      Many thanks in advance!



      Sam







      modeling vertices geometry






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Dec 18 '18 at 14:14









      pezzatronpezzatron

      12417




      12417






















          2 Answers
          2






          active

          oldest

          votes


















          5














          in my opinion you are going fine, remember that there are many ways to achieve what you want in Blender, so in this case I see two other possibilities.



          Option one:



          You can add the flat base geometry.



          enter image description here



          Select and erase these vertices



          enter image description here



          Add a mirror modifier like this



          enter image description here



          enter image description here



          And then extrude



          enter image description here





          Option Two:



          Use Boolean



          Add a cube



          enter image description here



          Add a 8 vertices cylinder



          enter image description here



          Add a Boolean modifier to the cube like this



          enter image description here



          To look the cylinder in wireframe only, go to Object menu > Display > and set Maximum Draw Type to Wire



          enter image description here



          Repeat the previous steps with the other geometry, at the end you will have something like this



          enter image description here



          Now when you're ok with the look, just apply the modifiers and done.






          share|improve this answer
























          • Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

            – pezzatron
            Dec 18 '18 at 16:13






          • 1





            For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

            – Francisco Arleo
            Dec 18 '18 at 16:16



















          3














          You could do it this way:




          • Create a plane, subdivide it 5 times. Create an octogonal circle, subdivide it once. Duplicate and scale down this octogone and make it a circle with W > LoopTools > Circle.

          • Join the vertices of these shapes with the help of W > LoopTools > Bridge.

          • Extrude to have a 3D shape.

          • Give it a Subdivision Surface modifier and a Bevel (Weight) modifier so that it makes the circle smooth but keep the angles of the octogone sharp.

          • Add your Array modifier, put it above the Subsurf modifier and enable Merge and First Last options, so that it joins correctly between the duplications.


          enter image description here






          share|improve this answer























            Your Answer





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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            5














            in my opinion you are going fine, remember that there are many ways to achieve what you want in Blender, so in this case I see two other possibilities.



            Option one:



            You can add the flat base geometry.



            enter image description here



            Select and erase these vertices



            enter image description here



            Add a mirror modifier like this



            enter image description here



            enter image description here



            And then extrude



            enter image description here





            Option Two:



            Use Boolean



            Add a cube



            enter image description here



            Add a 8 vertices cylinder



            enter image description here



            Add a Boolean modifier to the cube like this



            enter image description here



            To look the cylinder in wireframe only, go to Object menu > Display > and set Maximum Draw Type to Wire



            enter image description here



            Repeat the previous steps with the other geometry, at the end you will have something like this



            enter image description here



            Now when you're ok with the look, just apply the modifiers and done.






            share|improve this answer
























            • Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

              – pezzatron
              Dec 18 '18 at 16:13






            • 1





              For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

              – Francisco Arleo
              Dec 18 '18 at 16:16
















            5














            in my opinion you are going fine, remember that there are many ways to achieve what you want in Blender, so in this case I see two other possibilities.



            Option one:



            You can add the flat base geometry.



            enter image description here



            Select and erase these vertices



            enter image description here



            Add a mirror modifier like this



            enter image description here



            enter image description here



            And then extrude



            enter image description here





            Option Two:



            Use Boolean



            Add a cube



            enter image description here



            Add a 8 vertices cylinder



            enter image description here



            Add a Boolean modifier to the cube like this



            enter image description here



            To look the cylinder in wireframe only, go to Object menu > Display > and set Maximum Draw Type to Wire



            enter image description here



            Repeat the previous steps with the other geometry, at the end you will have something like this



            enter image description here



            Now when you're ok with the look, just apply the modifiers and done.






            share|improve this answer
























            • Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

              – pezzatron
              Dec 18 '18 at 16:13






            • 1





              For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

              – Francisco Arleo
              Dec 18 '18 at 16:16














            5












            5








            5







            in my opinion you are going fine, remember that there are many ways to achieve what you want in Blender, so in this case I see two other possibilities.



            Option one:



            You can add the flat base geometry.



            enter image description here



            Select and erase these vertices



            enter image description here



            Add a mirror modifier like this



            enter image description here



            enter image description here



            And then extrude



            enter image description here





            Option Two:



            Use Boolean



            Add a cube



            enter image description here



            Add a 8 vertices cylinder



            enter image description here



            Add a Boolean modifier to the cube like this



            enter image description here



            To look the cylinder in wireframe only, go to Object menu > Display > and set Maximum Draw Type to Wire



            enter image description here



            Repeat the previous steps with the other geometry, at the end you will have something like this



            enter image description here



            Now when you're ok with the look, just apply the modifiers and done.






            share|improve this answer













            in my opinion you are going fine, remember that there are many ways to achieve what you want in Blender, so in this case I see two other possibilities.



            Option one:



            You can add the flat base geometry.



            enter image description here



            Select and erase these vertices



            enter image description here



            Add a mirror modifier like this



            enter image description here



            enter image description here



            And then extrude



            enter image description here





            Option Two:



            Use Boolean



            Add a cube



            enter image description here



            Add a 8 vertices cylinder



            enter image description here



            Add a Boolean modifier to the cube like this



            enter image description here



            To look the cylinder in wireframe only, go to Object menu > Display > and set Maximum Draw Type to Wire



            enter image description here



            Repeat the previous steps with the other geometry, at the end you will have something like this



            enter image description here



            Now when you're ok with the look, just apply the modifiers and done.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Dec 18 '18 at 15:34









            Francisco ArleoFrancisco Arleo

            4265




            4265













            • Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

              – pezzatron
              Dec 18 '18 at 16:13






            • 1





              For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

              – Francisco Arleo
              Dec 18 '18 at 16:16



















            • Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

              – pezzatron
              Dec 18 '18 at 16:13






            • 1





              For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

              – Francisco Arleo
              Dec 18 '18 at 16:16

















            Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

            – pezzatron
            Dec 18 '18 at 16:13





            Thank you for such a helpful answer! I'm going to give them both a go right now - I really like your viewport shading setup by the way

            – pezzatron
            Dec 18 '18 at 16:13




            1




            1





            For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

            – Francisco Arleo
            Dec 18 '18 at 16:16





            For the viewport shading press N and a new menu appears, go to Shading > enable Matcap > enable Ambient Occlusion

            – Francisco Arleo
            Dec 18 '18 at 16:16













            3














            You could do it this way:




            • Create a plane, subdivide it 5 times. Create an octogonal circle, subdivide it once. Duplicate and scale down this octogone and make it a circle with W > LoopTools > Circle.

            • Join the vertices of these shapes with the help of W > LoopTools > Bridge.

            • Extrude to have a 3D shape.

            • Give it a Subdivision Surface modifier and a Bevel (Weight) modifier so that it makes the circle smooth but keep the angles of the octogone sharp.

            • Add your Array modifier, put it above the Subsurf modifier and enable Merge and First Last options, so that it joins correctly between the duplications.


            enter image description here






            share|improve this answer




























              3














              You could do it this way:




              • Create a plane, subdivide it 5 times. Create an octogonal circle, subdivide it once. Duplicate and scale down this octogone and make it a circle with W > LoopTools > Circle.

              • Join the vertices of these shapes with the help of W > LoopTools > Bridge.

              • Extrude to have a 3D shape.

              • Give it a Subdivision Surface modifier and a Bevel (Weight) modifier so that it makes the circle smooth but keep the angles of the octogone sharp.

              • Add your Array modifier, put it above the Subsurf modifier and enable Merge and First Last options, so that it joins correctly between the duplications.


              enter image description here






              share|improve this answer


























                3












                3








                3







                You could do it this way:




                • Create a plane, subdivide it 5 times. Create an octogonal circle, subdivide it once. Duplicate and scale down this octogone and make it a circle with W > LoopTools > Circle.

                • Join the vertices of these shapes with the help of W > LoopTools > Bridge.

                • Extrude to have a 3D shape.

                • Give it a Subdivision Surface modifier and a Bevel (Weight) modifier so that it makes the circle smooth but keep the angles of the octogone sharp.

                • Add your Array modifier, put it above the Subsurf modifier and enable Merge and First Last options, so that it joins correctly between the duplications.


                enter image description here






                share|improve this answer













                You could do it this way:




                • Create a plane, subdivide it 5 times. Create an octogonal circle, subdivide it once. Duplicate and scale down this octogone and make it a circle with W > LoopTools > Circle.

                • Join the vertices of these shapes with the help of W > LoopTools > Bridge.

                • Extrude to have a 3D shape.

                • Give it a Subdivision Surface modifier and a Bevel (Weight) modifier so that it makes the circle smooth but keep the angles of the octogone sharp.

                • Add your Array modifier, put it above the Subsurf modifier and enable Merge and First Last options, so that it joins correctly between the duplications.


                enter image description here







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Dec 18 '18 at 16:42









                moonbootsmoonboots

                9,1772716




                9,1772716






























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