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replaced http://blend-exchange.giantcowfilms.com with https://blend-exchange.giantcowfilms.com
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If this is what you want to obtain :

enter image description here

  • Starting from a grid like in (1)
  • Inset I the faces (2)
  • Remove the top center point and, eventually, align the top (3)

enter image description here

At this step, the smooth makes a non sharp angle and some faces to 'correct' in the bottom part :

enter image description here

  • Separate V the bottom center vertex and move it down a little (4)
  • Ctrl+E then edge slide both sides to mark the angle (5)

enter image description here

Here the shading is not good :

enter image description here

This is due to the inner triangles which are badly oriented :

  • Have a look (6), with Ctrl+T (triangulate)
  • And correct it (7), Ctrl+E then rotate edge CW (clockwise )

enter image description here

  • Come back to quads, selecting the faces and Alt+J (8)
  • Sharpen the angle if you need, like previously with edge slide (9)

enter image description here

The topology is more or less tolerant to subsurf (which seems ok) or to bevel (which is not so ok). So, depending on what you want, you may need to adjust it :

enter image description here

http://blend-exchange.giantcowfilms.com/embedImage.png?bid=1770

If this is what you want to obtain :

enter image description here

  • Starting from a grid like in (1)
  • Inset I the faces (2)
  • Remove the top center point and, eventually, align the top (3)

enter image description here

At this step, the smooth makes a non sharp angle and some faces to 'correct' in the bottom part :

enter image description here

  • Separate V the bottom center vertex and move it down a little (4)
  • Ctrl+E then edge slide both sides to mark the angle (5)

enter image description here

Here the shading is not good :

enter image description here

This is due to the inner triangles which are badly oriented :

  • Have a look (6), with Ctrl+T (triangulate)
  • And correct it (7), Ctrl+E then rotate edge CW (clockwise )

enter image description here

  • Come back to quads, selecting the faces and Alt+J (8)
  • Sharpen the angle if you need, like previously with edge slide (9)

enter image description here

The topology is more or less tolerant to subsurf (which seems ok) or to bevel (which is not so ok). So, depending on what you want, you may need to adjust it :

enter image description here

http://blend-exchange.giantcowfilms.com/embedImage.png?bid=1770

If this is what you want to obtain :

enter image description here

  • Starting from a grid like in (1)
  • Inset I the faces (2)
  • Remove the top center point and, eventually, align the top (3)

enter image description here

At this step, the smooth makes a non sharp angle and some faces to 'correct' in the bottom part :

enter image description here

  • Separate V the bottom center vertex and move it down a little (4)
  • Ctrl+E then edge slide both sides to mark the angle (5)

enter image description here

Here the shading is not good :

enter image description here

This is due to the inner triangles which are badly oriented :

  • Have a look (6), with Ctrl+T (triangulate)
  • And correct it (7), Ctrl+E then rotate edge CW (clockwise )

enter image description here

  • Come back to quads, selecting the faces and Alt+J (8)
  • Sharpen the angle if you need, like previously with edge slide (9)

enter image description here

The topology is more or less tolerant to subsurf (which seems ok) or to bevel (which is not so ok). So, depending on what you want, you may need to adjust it :

enter image description here

Source Link
lemon
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If this is what you want to obtain :

enter image description here

  • Starting from a grid like in (1)
  • Inset I the faces (2)
  • Remove the top center point and, eventually, align the top (3)

enter image description here

At this step, the smooth makes a non sharp angle and some faces to 'correct' in the bottom part :

enter image description here

  • Separate V the bottom center vertex and move it down a little (4)
  • Ctrl+E then edge slide both sides to mark the angle (5)

enter image description here

Here the shading is not good :

enter image description here

This is due to the inner triangles which are badly oriented :

  • Have a look (6), with Ctrl+T (triangulate)
  • And correct it (7), Ctrl+E then rotate edge CW (clockwise )

enter image description here

  • Come back to quads, selecting the faces and Alt+J (8)
  • Sharpen the angle if you need, like previously with edge slide (9)

enter image description here

The topology is more or less tolerant to subsurf (which seems ok) or to bevel (which is not so ok). So, depending on what you want, you may need to adjust it :

enter image description here

http://blend-exchange.giantcowfilms.com/embedImage.png?bid=1770