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I am new to blender and am having trouble inserting "inward beveling" the walls of my mesh. I am using 2.91 of Blender.

I have the walls defined - below:

Object without the cylinder templates to cut

I am using cylinders as templates to create the arc I want in the primary cube. I want to now "cut out" the cylinders and create new walls aligned to the edge of the cylinders where they intersect and bevel inward on the primary cube. Then I need to add some thickness to those walls.

Here are images from the top of the primary cube and bottom so you can see the vertex.

enter image description here enter image description here

I have tried the boolean modifier but it does not create the inner wall - it just removes from the faces that the cylinder intersects with on the primary cube. And I am having some issue there where it's not delete anything from the top face (the one without the extrusion). It might be I need to add a grid fill to create more faces.

Any help is appreciated.

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  • $\begingroup$ Please consider seeing a tutorial on Proportional Edit. With a well populated mesh you can edit with a spherical form. There are also Boolean operations that can cut subtract one mesh with another. $\endgroup$ – atomicbezierslinger Dec 28 '20 at 23:32
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I'm not sure this is what you want but here is a try, you can use a Boolean with a closed shape (put the Boolean above the Mirror modifier, choose Solver > Fast):

enter image description here

enter image description here

Then apply the modifiers, delete the bottom face (you'll probably need to clean the topology if you plan to add bevels or use a Subdivision Surface, etc), use a Solidify modifier to give thickness to your walls (enable the modifier's Even Thickness option):

enter image description here

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Another solution using vertex bevel.

  1. Add an edge top and bottom (for now you can F a temporary face for your object, it will be deleted later)

  2. Select the vertices that define the edges and press Ctrl + Shift + B followed by P to change the profile.

enter image description here

  1. Hide everything except the bevel you just created with H

  2. Alt + Shift select and use Bridge Edge Loops to complete the shape on each side

enter image description here

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    $\begingroup$ Oh, this is pretty cool :). Always wondered what's the use of vertex bevel... $\endgroup$ – Jachym Michal Dec 29 '20 at 9:07
  • $\begingroup$ with vertex bevels you can create round holes, or round corners, etc $\endgroup$ – moonboots Dec 29 '20 at 14:34
  • $\begingroup$ Wow - I never would have figured that one out. I ended up using Moonboots approach -but will try this one as well. $\endgroup$ – seahawk2000 Dec 29 '20 at 16:16
  • $\begingroup$ Bevel has alot of possibilities using the profile tools (especially new custom profiles). You should accept @moonboots answer if that answer was the best one for your problem. $\endgroup$ – Timaroberts Dec 29 '20 at 16:29
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As someone who tries to avoid booleans, as they result in irregular topology most of the time, I would do this operation with Proportional Editing

Create a few loop cuts, select the edges in the middle, enable proportional editing in Sphere Falloff mode. Then scale on one axis only (in this case, to scale only on the $Y$ axis, press S+Y) and move the mouse. To control the influence of proportional editing (and thus the radius) use the scroll wheel on the mouse.

enter image description here

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