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Can anyone help me understand how to add this kind of ring geometry for a high-poly mesh:

enter image description here

enter image description here

enter image description here

It almost feels like the author simply selected an edge loop on a high poly mesh and applied some action that bevels the loop and smoothly extrudes (spins?pops?) the newly created loops. Can anyone tell me how that can be done?

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  • $\begingroup$ If I had to do it: each part modeled separately but having the same amount of divisions, then delete edge loops on each and finally bridge edge loops between them. Can be also tried: a grid fill from the surrounding mesh. $\endgroup$
    – lemon
    Mar 24, 2017 at 12:54
  • $\begingroup$ I am a newbie in blender: how do you superposition or align separate parts perfectly? $\endgroup$
    – cubrman
    Mar 24, 2017 at 13:00
  • $\begingroup$ Could you had an image showing how the corners are done? $\endgroup$
    – lemon
    Mar 24, 2017 at 13:09
  • $\begingroup$ I've added an image but it's just the same dude - solidified edge loop. $\endgroup$
    – cubrman
    Mar 24, 2017 at 13:13
  • $\begingroup$ I think I've got it, there is no 1-action way but there is a simple solution: blender.stackexchange.com/a/8305/35964 $\endgroup$
    – cubrman
    Mar 24, 2017 at 13:16

1 Answer 1

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It can be obtained with a subdivision surface modifier, starting from a simple shape:

enter image description here

Here we can make it using a mirror modifier on X, Y, Z.

The base shape is as shown below: just the profile repeated/rotated at the extremities and at the corner.

With the mirror and the subdivision surface, we obtain this:

enter image description here

Now, refine the profile adding two loop cuts and grabbing down the border:

enter image description here

Edit following the comments, if you want to do it from an already modeled base shape:

  • In edit mode, duplicate an edge loop (note that if the subdivision is already applied on the object, that's changing nothing)
  • Separate it
  • Convert it to curve
  • Give some bevel to the curve
  • Set the curve 'U' resolution to 1 (that will keep the same amount of vertices around as the original)
  • Convert back to mesh

After that, to do: remove some edges loops in the inner part in both objects, join them, and bridge edge loops between them.

enter image description here

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  • $\begingroup$ Thanks for the detailed answer, i upvoted it, but my question was specific: I want to add to a detail to a high-poly mesh. Cool thechnique with mirroring though. $\endgroup$
    – cubrman
    Mar 27, 2017 at 10:47
  • $\begingroup$ @cubrman. You should rephrase your question: reading your comment, it's quite different. If I understand you well "starting from 'this mesh', how to construct a border like 'this'?"... $\endgroup$
    – lemon
    Mar 27, 2017 at 11:04
  • $\begingroup$ you are right, I should have worded it better. Sorry about that. Fixed the wording. $\endgroup$
    – cubrman
    Mar 27, 2017 at 11:30
  • $\begingroup$ @cubrman, no need to sorry. Answer is updated. $\endgroup$
    – lemon
    Mar 27, 2017 at 11:54

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