# Problem with creating a box on a cylinder

I'm making a box on my cylinder for my Luke Lightsaber modeling practice but by doing so I always create a pinch around the attaching points like

I'm new to blender and I just finished blender guru's beginner tutorials and the anvil tutorials. It's always painful to perfect my mesh and vertices but I really want to learn how to solve these sort of problems so I'd be more than grateful if anyone like to give me a hint, instructions, or even just pointing out the problem (cause I can't even tell.) Thanks!

It good that you try to keep the geometry as simple as possible. But in this case you need more geometry to avoid pinching.

In the inner (curved) edge loop I used the "Loop Cut and Slide" tool and selected Even (E) offset. You can Flip (F) from where it's even.

You can keep the other sections of the light sabre low in geometry. There are usually no reason to merge different parts seamlessly merged to each other.

You will find more tools and how you use them is up to you. I think that discover your way of solving problems is one of the more rewarding things with modelling. It's also quite tidies to do step-by-step instructions ;-) and at then end not that helpful.

• Wow that looks amazing! Another question: with so many vertices, how should I attach it with a low poly part without breaking the four-vertices rule? Also, at the attaching part of your example, you made a curve line on the box before going back to straight lines. Is that essential to making the shape work? How did you do it? – Wang Ching-Wen Feb 10 '19 at 13:51
• Thank you! I just found out your new edit and I fully agree with you. It wouldn’t be “helpful” if it’s a step by step tutorial! Thanks for the tip! – Wang Ching-Wen Feb 10 '19 at 15:50

It's seems hard to do with a very low poly mesh, I'm curious to know if there's a method to do it, but if you use a higher poly mesh, as shown by Jackdaw, you can sharp the angles with some bevels.

• Thank you so much for the screenshots! I also found it easier to make a hi-poly one, but didn’t know how to attach a hi-poly object with a low poly one due to the four vertices rule. Any idea how? BTW Is there anyway to avoid the triangle in the corner of your mesh? I was told not to do so (tho I didn’t really understand the reason why even tho blender guru sorta gave an explanation.) – Wang Ching-Wen Feb 10 '19 at 15:33
• I see that @Jackdaw edited his answer and both of you are very helpful! I’ll try my best. Thanks! – Wang Ching-Wen Feb 10 '19 at 15:52
• yes they are ways to avoid triangles but I don't think it worth it in that case – moonboots Feb 10 '19 at 17:03