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I have a mesh created from a UV sphere through extruding. Before I cut out the spherical part on the top (boolean modifier), the mesh was nicely smooth. I'm using the subsurf modifier (4-6 subdivisions). As can be seen on the picture below, after applying the boolean modifier, there are a lot of clearly visible edges and the edge of the "cut out" is not nicely rounded as I would like it to be. I also have deformation at the sides of the spheres. I'd like this to be nicely rounded/smoothed, but I see lots of edges and similar deformation.

Any help to get the mesh nicely smooth is very much welcomed.

Deformed mesh

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  • $\begingroup$ I don't think Boolean is a good solution for this case because (although it should work but with some tweaking), faster solution - topology-guides.tumblr.com/post/152907366360/…. ANd your mesh has too many edge loops which will smoothen as shown in the image. $\endgroup$ – Mr Zak Nov 30 '16 at 12:52
  • $\begingroup$ The many edge loops are the result of trying to get to an "all quad" mesh again after applying the boolean operator. But I agree there are way too much loops. The solution you suggest should allow cutting a circular hole in my mesh, but that is not really what I need. I need this hole to be filled with part of sphere. That is why I opted for the boolean operator with a sphere. Would you know of a solution to fill a hole with part of a sphere? $\endgroup$ – Sven Nov 30 '16 at 13:05
  • $\begingroup$ It should be simple, instead of shrinkwrapped circle in link above add a sphere and either cut it manually or with some kind of boolean (modifier or Ctrl+F>Intersect). Also the mesh isn't all-quad as of now (at least the end of the arms), and these loopcuts will create problems anyway. Try modeling with less geometry, like here. $\endgroup$ – Mr Zak Nov 30 '16 at 14:44

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