@ikokane to do the last step, select the text faces, hold ctrl, and click the vert sub-object mode to convert the face selection into a vert selection. then hit connect.
After asking a friend, I finally found a solution: -Apply the lattices that makes the end thinner and the one that bends the end -Choose a face that is rotated at a good angle before the rotations start falling apart -Add a transform orientation for the face on the top middle -Select an edge on the bottom loop if you have…
the boolean-less method would require less cleanup and it goes like this choose 4 or more faces (in this case 16 ) then inset and use the loop tools addon (or the to sphere tool) to turn it into a circle extrude flatten the face turn the front faces into an ngon and bevel https://imgur.com/a/0iMmEkv this was done with a 16…
Well.. i wonder what makes you think so.. also Blenders does have this feature to check the distortion of a mesh to check which polygons aren't coplanar.. and as long as someone keeps extruding and scaling in a "proper" way.. i think there is no problem.. (additional mesh to show distortion.. and pulling the minimum to 0…
Sure, it's a separate piece in real life so model it as a separate piece. Start with a 10 sided cylinder, extrude out every second face on the side, inset and extrude the bottom face ... that's 80% done right there. :P
pr1mus Typically I just lay a circle template on the face I want to have the hole in, delete the face itself, then bridge the outside of the template to the surrounding geometry. It works for most holes I need to punch into stuff. And voila: