[insert quick hack that'll generate errors]; Else, look further down.
But you can't just cut those edges into a curve, as the added loops to the curve will fuck with the roundness of the curve, creating flat areas where you'd expect or want curved-ness.
The most accurate method is to first un-boolean what you have.Then add supporting edgeloops to the boolean cutting operand so it is as sharp as you want it to be. Then modify how many segments you gave the curve so there are enough loops in it to near-perfectly match the boolean's corners and supporting edgeloops.
12x of what you have would give you a near-perfect placement of edges on the curve. Then re-boolean top one, cleanup, delete all others, array of 5 on x-axis, weld, done.
All other methods are hacky and will leave you with one of a handful type of shading flaws, which might be "good-enough", depending on the importance of the part. Is it a hero prop? Do it as perfectly as you can. Is it a tiny part of a whole that'll be rendered at a 30x20px on screen? Hacky Good-enough will do, and will look something like this:
You seems to have extruded parts of this "rips", constructed the circular part connect it; selected the inner part, extruded it and scaled them in your X axis like so..? Consider to extrude and reposition the inner part like that.. (also as mentioned) maybe adding more vertices to the circle part:
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[insert quick hack that'll generate errors]; Else, look further down.
But you can't just cut those edges into a curve, as the added loops to the curve will fuck with the roundness of the curve, creating flat areas where you'd expect or want curved-ness.
The most accurate method is to first un-boolean what you have.Then add supporting edgeloops to the boolean cutting operand so it is as sharp as you want it to be. Then modify how many segments you gave the curve so there are enough loops in it to near-perfectly match the boolean's corners and supporting edgeloops.
12x of what you have would give you a near-perfect placement of edges on the curve.
Then re-boolean top one, cleanup, delete all others, array of 5 on x-axis, weld, done.
All other methods are hacky and will leave you with one of a handful type of shading flaws, which might be "good-enough", depending on the importance of the part.
Is it a hero prop? Do it as perfectly as you can.
Is it a tiny part of a whole that'll be rendered at a 30x20px on screen? Hacky Good-enough will do, and will look something like this: