3
$\begingroup$

I'm a complete beginner in blender (started like a week ago), so sorry if it is a completely noob question. I have the following 'cylinder', I would like to create a bike crankset from it. What I want to achieve now is to make the teeth narrower, while giving a little bit of thickness at the middle (It would proportionally get thicker). How can I achieve it?

Thanks

crank

Edit:

At the end I would like to achieve a convex surface like the Vision Metron crankset has: enter image description here

$\endgroup$

2 Answers 2

5
$\begingroup$

For this kind of object you should better work in a non-destructive way, it would allow you to easily change the shape, for example begin with this kind of mesh (mirrored with a Mirror modifier):

enter image description here

Give it an Array modifier:

enter image description here

And at the end give it a Simple Deform in Bend mode:

enter image description here

Continue to model, always keep a non-destructive version of your object so that you can go back if necessary.

You could also use the Object Offset option of the Array although the Simpled Deform is probably more flexible in this case.

For your final shape, extrude up the mesh, remove the inner faces:

enter image description here

If you want the round shape to be part of the same mesh, extrude up, extrude inwards:

enter image description here

Create some loopcuts with CtrlR:

enter image description here

Move them up to have your rounded shape:

enter image description here

If you plan to give it a Subdivision Surface, you'll need to bevel some edges:

enter image description here

$\endgroup$
4
  • $\begingroup$ After this, how would you make the teeth sharper ? So it is thicker at the circle and narrower at the teeth $\endgroup$
    – Mat
    Feb 2, 2023 at 20:06
  • $\begingroup$ Do you have a reference image? $\endgroup$
    – moonboots
    Feb 2, 2023 at 21:26
  • $\begingroup$ Yes, I updated the post. Thanks! $\endgroup$
    – Mat
    Feb 2, 2023 at 22:34
  • 1
    $\begingroup$ @Mat I've edited, I hope it helps $\endgroup$
    – moonboots
    Feb 3, 2023 at 8:04
2
$\begingroup$

While you definitely should try to work non-destructively, on complex enough models you won't have the luxury. In that case, use transform orientations based on individual faces:

animation

.. using the very common combination of Transform Orientation: 'Normal' and Transform Pivot Point: 'Individual Origins'

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .