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I watched a youtube tutorial way back that did this using a circle as a reference onto a plank, and depending on the number of loop cuts, you could create a perfect polygon easily and if the two ends didn't line up there was a modifier checkbox that would automatically join the two ends together. I found that I didn't like the placing of a circle and simply specifying the number of segments. Thanks in advance!

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That'll be the Screw modifier, operating on a single vertex mesh at (radius) away from its object origin?

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