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I am new to blender and currently trying to learn modeling techniques. I would like to change a square into cylinder. From what I've read the easiest way would be to use the array modifier and warp it around a bezier circle and then extrude that object. But I was wondering if there are any tutorials on how to do this using only transforms and only a few subdivides....To be specific, I'm trying to make a pillar object from a cube

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    $\begingroup$ possible duplicate of How to create Quarter Cylinder $\endgroup$ Dec 6, 2014 at 9:46
  • $\begingroup$ @LeonCheung not so much duplicate as related and pertinent, good to reference here. $\endgroup$
    – Weaver
    Dec 7, 2014 at 13:50

3 Answers 3

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I took the liberty to simplify the provided answers.


Leon Cheung-method:

Bevel Ctrl+B edges and use Clamp Overlap C while beveling.

Example:

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stacker-method:

Enable LoopTools Addon that comes with Blender.

Then, use: W > LoopTools > Circle - Even though sometimes you need to manually adjust some angles.

Example:

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Method 1

Starting with a scaled default cube you could add a loop cuts along all axis' Ctrl-R like so:

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Then select the middle loop cut ans scale it S

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Open the specials menu W and select LoopTools/Circle Note that the Looptools must be enabled in the User Preferences / Addon

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Result with a Subsurf Modifier added:

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Method 2

(Suggested by Leon Cheung) Select the edges of the scaled cube like so:

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Press Ctrl-B for Bevel adjust the radius by moving the mouse and add cuts by turning the mouse wheel.

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Result after adding and scaling a loop cut around z-axis and sub-surfing:

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  • $\begingroup$ Could also do scale to circle, I believe the key is shift+alt+S, but I am not entirely sure. $\endgroup$
    – PGmath
    Dec 6, 2014 at 12:40
  • $\begingroup$ @user1894167 lol, I misread your question and thought I've read pillow but you were asking for pillar. $\endgroup$
    – stacker
    Dec 7, 2014 at 12:03
  • $\begingroup$ @stacker, i just didnt subsurf and added more bevel sections to your method to get a pillar $\endgroup$
    – Anoop Alex
    Dec 7, 2014 at 15:50
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Here's how I would go to create a cylinder:

Here's my cube;

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I add a Subdivision Surface modifier. (change the number of divisions based on how smooth you want your cylinder to look.

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Here is what the cube now looks like.

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Hit Tab to go into edit mode and select the top and bottom faces (edge select)

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Hit N to open the properties window. look for the Mean Crease option under Transform. Set it all the way up (1.00).

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Here's what it'll look like.

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Just Tab out of edit made and you've got a wonderful cylinder. (apply the subdivision surface if needed.)

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  • $\begingroup$ Thanks. That looks like a better way of doing it just using transforms and subdiv like i wanted. $\endgroup$
    – Anoop Alex
    Dec 7, 2014 at 5:20
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    $\begingroup$ @user1894167 I am sorry but this method does not produce a cylinder. Subsurfaced surfaces are not round - the subsurfaced cube is not a sphere nor this is a cylinder. The bevel or verts-to-circle are both accurate methods. $\endgroup$ Dec 7, 2014 at 16:30
  • $\begingroup$ @user1894167 I agree with Jerryno, the final result is not strictly a cylinder. Whatever, it would be okay assuming you needn't a perfect one. $\endgroup$ Dec 7, 2014 at 18:42

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