Your edges don't align at all, hence the randomly-terminating edges; Pro-Boolean won't automatically fix everything for you, you have to give it meshes with similar topology to work with.
Hi. Recently I decided to make an electric kettle to practice the curves of the surface. Having done this for the first time, I decided to redo it more qualitatively. And then I met a problem: How do I fit the topology of the rounded lid to this new edge to make a gray curved line on the lid? I tried a lot to rebuild the…
DING DING DING You've hit the jackpot! The solution, like 80% of this thread, is to remodel the shape with more geometry! yay The problem is that you dont have enough inherant loops to support the shape, so you then have to add more tight loops, but that creates hard edges. So, you start with a more dense mesh, with a…
Cross-posting from a thread I made on the p&r forum: Alright, I'm having a problem with one of the spots. Here's the original shape: WHen I turn turbosmooth on, it looks like this: Pretty obvious results, right?. Now, I want that slope to have less of a curve. I basically selected the edges and added some extra edges to…
Then the terminated region for that extruded shape must be quadified, alongside the use of existing geometry to support applicable hard edged topology. i.e.
Hey Polygear. I Think your problem is that you're slightly misunderstanding how the shape actually works in real life. The "edge" portion of the blade seems to start on a double serration and you're trying to start it before that. In real life if you started an edge like that, you do get a tiered look in that curve like…
Ups.. black magic of the internet.. now the two images appeared in the first post of this and the one i tried again (where was no "reaction".. also..) Anyway: in blender any edge can be "greased".. meaning the influence of the subdivision is lowered.. so a fully greased model would be visually not subdivided at all.. For…
can you post more of your mesh and what it is flowing into, as to why you have so many vertical edges but off the top of my head, more horizontal edges or bending is the way to go