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I’m practising some modelling methods, although I know knife project method is not the best because it can make a mess of the topology, I couldn’t figure out another approach to achieve this particular shape modelled in the middle of the main mesh. I’d like some feedback what other way could I had approached to get that shape made within the main mesh.

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  • $\begingroup$ Try to start with more simplified geometry connected without n-gons. Use subsurface modifier to round curved parts and Edge Crease Shift+E 1 to keep corners sharp. Similar to this blender.stackexchange.com/a/185599/2214 $\endgroup$ – vklidu Oct 21 at 4:37
  • $\begingroup$ I am giving it an attempt with the subdivision which is very clean topology, but takes more consideration and planning how to layout the vertices. ibb.co/rHnxnTQ $\endgroup$ – blender breath Oct 21 at 5:17
  • $\begingroup$ Still complicated :-) Planning? Sure, blender is not AI, but Limited Disolve with keeping quads operator could be helpful if exists :-) if none here I will try to answer in hour or two. $\endgroup$ – vklidu Oct 21 at 5:27
  • $\begingroup$ I managed to make some progress with the subdivision modifier. But i'd like ot see the limited dissolve and quads which you stated. The more techniques I see the more skills Ill learn, if you'd like to share a screen shot or quick video demo. This is what I got so far, but I wont rest here, I'm always looking for improvement. ibb.co/7Rw5KqJ $\endgroup$ – blender breath Oct 21 at 6:11
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    $\begingroup$ Really curious why you are getting downvoted. Either way, Moonboots SUBD approach is probably the cleanest way to attack this problem. But you can probably also get away with boolean/bevel and cleanup as well. $\endgroup$ – Jay Oct 21 at 9:07
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You could do the other way around, beginning with the shape then extrude to get your rectangular object, at the end when you'll give it the Subdivision Surface modifier it will just need a bit of work to get the sharp angles:

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  • $\begingroup$ thanks heaps guys, both ways we 1000 times better approach method then the mess I made. Moonboots methods was a bit more simpler for me to model, and didn't even think about starting from inside shape and then working my way out. the result: ibb.co/mFZdxM4 $\endgroup$ – blender breath Oct 21 at 10:56
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Try to start with more simplified geometry connected without n-gons.

  • Start with 10 sided Circle and continue extrude, scale, as needed)
  • Use Subdivision Surface modifier to round curved parts
  • and Edge Crease Shift+E 1 to keep corners sharp.

Similar to this.

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Note: I probably used too low topology, when I would like to bevel edges now, I would have to add another loops (alternatively use bevelling on shader level).

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