# Create a magnet shape

I want to create a magnet out of a cube (prefer not to use any curves for this one).

I have extruded the cube to the following shape:

And added the subdivision surface modifier to get to this point:

Now I would like to make the left side rounder so it wouldn't look so boxy. Something like this reference photo:

How could that be possible?

• well, the best is probably not to begin with this shape ^^ Commented Apr 25, 2023 at 14:38

Even if you use the bevel operation to round the edges, it will probably fail because the faces will intersect.

If you want to create a magnet shape without beginning with a circle, you could create a cube, stretch it, duplicate, move these edges to tilt the end faces:

Then select the faces and CtrlE (Edge panel) > Bridge Edge Loops:

Tweak the factors in the Operator Box:

Or use the Spin tool (press Ctrl to rotate 5 by 5°), and extrude at the end, again you can tweak the parameters in the Operator Box:

• No need to tilt the ends for Bridge Edge Loop ?... Blend Surface & Smoothness 1 ? Commented Apr 25, 2023 at 18:21
• @Robin Betts it doesn't always work if the faces are not a bit tilted, or I miss something Commented Apr 25, 2023 at 18:28
• How to avoid that? zupimages.net/up/23/17/b1l6.jpg (on the opposite faces it works fine) Commented Apr 25, 2023 at 18:34
• Wow. Infuriating! I've tried flipping normals in weird ways, moving origins, orienting everywhere.. and can not reproduce your flipped arch! ( I was originally thinking of bridging filled faces with correctly oriented normals, anyway) I guess that proves your point. If I wanted it to go the 'wrong' way, how would I tell it to? Commented Apr 25, 2023 at 18:50
• It doesn't happen if I select the opposite faces, I'm not sure the reason why: zupimages.net/up/23/17/nlu9.jpg Commented Apr 25, 2023 at 20:50

This is a great example on the importance of the edge flow... I imagine moonboots will post a great modelling answer momentarily, so meanwhile here's how it can be done in geometry nodes:

You can then apply a modifier and add loop cuts with ✲ CtrlR, or without applying a modifier, you can add a bevel modifier with 2 segments and Subdivision Surface modifier with 2 levels:

Or good old modifiers, using four vertices.