I'm trying to create something like the attached sketch of a roof. The lines marked in pink would be raised. I've managed to do it, but generally my meshes are really complex, way more than I feel they should be. I think part of the issue is my loops after adding a Subsurf, which go all over the place.

Out of interest, what would be the right way to go about this? Appreciate the help

enter image description here

  • $\begingroup$ Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the edit link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?"" $\endgroup$ Jun 28 at 11:40
  • $\begingroup$ What is it supposed to be? $\endgroup$ Jun 28 at 11:51
  • $\begingroup$ Hello, maybe show one of your real objects? $\endgroup$
    – moonboots
    Jun 28 at 11:56
  • $\begingroup$ Is this just supposed to be a roof shape, or is it symmetrical front to back? $\endgroup$
    – TheLabCat
    Jun 28 at 12:26

1 Answer 1


You say your problem is a very complex mesh, and yet you already solved the minimal topology for your problem, which you embedded in your question. Just model it - below on gifs:

  1. A default plane, Numpad 7 Top Ortographic Mode, E Extruding, holding ✲ Ctrl to snap to grid.
  2. ✲ CtrlR Add Loopcuts (right-click to cancel sliding it) to create an inner grid where needed (use mouse wheel to change number of cuts), and K Knife tool to make diagonal cuts.
  3. Select unnecessary edges and X Dissolve Edges.

What's left is selecting the horizontal edges that are supposed to be elevated, and GZ moving them up:

Those triangles on ends of the roofs probably should be vertical - can be fixed by just moving their top vertices, but for such case the workflow becomes even simpler:

This time I used an alternate method for diagonal edges - GG sliding vertices. Without Auto Merge enabled, I had to A Select all, and MB Merge By Distance.

  • $\begingroup$ And you may want to extrude everything or add a solidify modifier to give it thickness. $\endgroup$ Jun 28 at 13:32
  • 1
    $\begingroup$ Markus — thank you for this — it's a massive help. I think I was over thinking it all and ended up with an obscene amount of vertices... I've just tried your method on a few other letters and it's all worked a lot smoother. Thanks so much for taking the time here. I'm still trying to figure out this stuff, for the most part I get something like I intend, but generally through bodging it badly. I really appreciate you helping me find the right ways! $\endgroup$
    – StewD
    Jun 28 at 19:25

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