# What is the fastest way to create a curved plane?

For a background, a lot of times I need a vertical wall, horizontal bottom, and a nice connecting curved surface between them in front of the camera. So far, I have used two methods:

1. Deform a plane along the curve. This takes some time to get it right, as curve deformations are tricky, and it is almost impossible to make it truly horizontal or vertical.

2. Create a cube, add bevel, apply, remove unnecessary parts of the mesh. Bevel tends to have artifacts around the corners of the cube for large bevel values and number of segments (e.g 25% of the cube side length, 64 segments).

What do you use? Am I missing some basic technique?

The fastest way I can think of is:

• Add a mesh cube
• Delete two vertices (so that you're left with a right angle)
• ctrl1 to add a subsurf modifier
• and then ctrlr to add an edge loop near the end of each face so that the ends are square (I can't post screenshots at the moment, sry).
• done

Andrew Price does something similar near the middle of this tutorial (at time 31:19): http://www.youtube.com/watch?v=5Yd7ad08e54&feature=player_embedded#t=1879

His result is the same, but he starts with a plane instead of a cube.

As a bonus, if you're willing to learn a little Python and Blender coding, it's not hard to make an add-on that would add that object as a primitive in the Add->Mesh menu.

• There is already an addon which will add a custom user made mesh as a primitive (I think it's called Creaprim) – gandalf3 Dec 17 '13 at 20:01

I usually do it like this, it's the quickest I've been able to find.

1. Add a curve (I like to use paths because they are initialised as a straight line)
2. Change its shape around a bit
3. Convert it to a mesh Altc
4. Extrude (in edit mode, e)
5. Admire the beauty.
• Awesome, thanks! For my particular purpose (vertical and horizontal planes connected) I like Matt's approach with subsurf a little better, but would use the above technique for a lot of other stuff. Would give you more votes if I could :) – Alex Pakka Dec 17 '13 at 20:03
• @AlexPakka You could extrude it multiple times as well. Of course, Matt's is neater :) – linuxhackerman Dec 17 '13 at 20:19

Another way is to use a plane and bevel it in edit mode. I can do the following steps in about 10 seconds (including the time to start and stop the timer).

1. Add plane (⇧ ShiftA > Mesh > Plane):

2. Switch to edit mode (↹ Tab), select one edge (A > deselect all, B > border select), and extrude it upwards (E):

3. Select the corner edge again (A to deselect all, B for border select)

4. Bevel with CtrlB. Use the keyboard or the scrollwheel to set the number of segments:

Example (click the gif for a video version which can be slowed down):

# Convenience:

If you find your self creating these objects for what seems like every other project, you could either:

• Make a primitive out of it with the CreaPrim addon so it's available in the Add mesh menu. (See this answer for instructions)

or:

• Include one in your startup.blend on a separate layer (this is what I did):

1. Open a new file

2. Create the "bent plane" object and optionally move it to another layer.

3. Save the startup.blend (CtrlU). Note that this will save everything (view angle, materials, objects, user preferences, etc.) as it is as the way blender will start in the future.