I'm trying to create a mesh as shown in the image. The best way I could think to do this was to use the Boolean modifier, which looks nice shaded flat. However, this creates a messy topology with several large n-gons which causes unsightly artifacts when smooth-shaded.

I was wondering how one could create proper topology from this. Or is using a Boolean modifier the wrong way to go about it? I'm pretty new to Blender and 3D modeling as a whole so I would love to hear how someone more experienced than me would create a shape such as this. Thanks in advance!

  • $\begingroup$ you could bevel the angles and try to keep quads instead of ngons. Maybe share your file: blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Apr 6 '19 at 15:25
  • $\begingroup$ Thanks for the suggestion! I've uploaded the file. I'm not sure how I would go about keeping quads with this kind of mesh though. $\endgroup$ – Jordan Apr 6 '19 at 15:29

I would do it this way:

  • First apply the Scale on your object because if you've scaled your object in Object mode the bevels won't give anything good.
  • Only keep the front face.
  • Use the knife to create quads all over your plane: K to activate, Z to cut through, C to cut perpendicularly.
  • Make sure you don't have vertices very close to each other, if so use merge, remove doubles.
  • Extrude.
  • Give your object a Subsurf modifier and smooth it.
  • Bevel the drawings edges.
  • Bevel the border edges.
  • Cut an edge loop with the knife along the background face (or mirror the front face so that you don't have to work the back).
  • Clean all the corners.

enter image description here

| improve this answer | |
  • $\begingroup$ Perfect, thanks so much! $\endgroup$ – Jordan Apr 7 '19 at 0:29

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