I came across a FB Blender group, and saw this model which was made with an add-on, box cutter, or something alike. I'm trying to understand how this topology was made, but my result are not even close to it. I started off using the simple deform modifier and trying to rearrange the topology scaling and moving the mesh. But I'd like to see if someone can show me a better result to match the original shape/topology.
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2$\begingroup$ for me looks like you only need to add a bevel modifier and you should be very close ;) $\endgroup$– ChrisMar 27, 2022 at 3:02
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1$\begingroup$ Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. $\endgroup$– Duarte Farrajota Ramos ♦Mar 27, 2022 at 3:08
2 Answers
You can try this way: Create a 32 vertex cylinder, in Edit mode duplicate, rotate and Face > Intersect (Boolean):
Clean up the topology and create some vertical loopcuts:
Create some horizontal edge loops with the Knife tool, select the faces and press AltE > Extrude Faces Along Normals:
Rework the topology a bit, extrude the slot inwards:
Give it a Subdivision Surface modifier, shade smooth:
You could do what's call a Boolean 'Slice' operation, you need the addon Bool tools to be enabled. Its a free and comes with blender just need to enable it.
It works similar to regular booleans; and if I remember correctly the way it works is as a 'cut away' and only effects the intersecting region, so you are left with 2 meshes minus the 'dead region' (region that the original mesh intersection is not utilizing).