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I need to create cyllinder with 16 vertices on top but only 4 vertices on bottom plane. Im trying to merge faces and dissolve edges, but the resulting object looks deformed, cut out.

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  • $\begingroup$ Try to triangulate the mesh (ctrl + T in edit mode), presuming you have regularly dissolved the vertices. $\endgroup$ – lemon Mar 17 '18 at 12:07
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recreating triangles

The simplest way I can think of for merging a square with a 16-gon is connecting each of the square's vertices to the 4 closest 16-gon vertices, then creating the 4 remaining triangles

enter image description here

(Select, Select, Select, F)

merging vertices

Otherwise, you can start from a 16-cylinder and merge 4 vertices at the time:

enter image description here

(Select 4, S+0, repeat 4 times, then W and "Remove doubles").

This will create 4 4-edged faces instead of only triangles.


These are the results (first method left, second method right):

enter image description here

which are definitely "cut out" (you are cutting 75% of the vertices after all), but not deformed.

Note: before attempting any smooth shading, an Edge split modifier is advised!

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My approach would be to use a circle with 16 vertices, and one with 4 vertices.

Add both in while in edit mode so they are part of the same object,and then use bridge edge loops operator with Ctrl+E then L

You can then quad cap the 16 vert side with grid fill ( Ctrl+F then G )and fill the other as well with F

enter image description here

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An alternative method:

  • Starting from a cylinder
  • Select the upper ring
  • Checker deselect (so that 1/2 vertices stay selected)
  • Dissolve vertices
  • Checker deselect again
  • Dissolve vertices

If wanted, triangulate using CtrlT.

enter image description here

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