I would like to make one edge sharp, and for the tip to be sharp as well. I've considered using the bevel tool, merging vertices, or just scaling things down to almost no distance. What would be the best way to make a sharp edge/tip?
2 Answers
There are many ways to do this. It's important to keep Quad topology with practically everything you model. This will keep you from hating life when you're 3/4 of the way through your model.
Here's a simple method to get you started:
1.) Create a plane and subdivide it. Use Proportional Editing to curve your blade:
2.) Add a Mirror Modifier to the plane and select "Merge" and "Clipping" options.
3.) Alt select the blade edge and Translate them toward the center of the mirror. Then, using Proportional Editing, Scale in the spine toward the tip.
4.) Alt select the Spine edge and Extrude it toward the center of the mirror.
5.) Apply the Mirror Modifier at this point and then create a quad out of the remaining vertices of the tip.
6.) Alt select the blade and the two edges of the spine (if you want, the two main ridges that run down the blade also) and create creases by pressing Shift + E, then press 1 and Enter. I have given the blade a Subdivision Modifier also:
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$\begingroup$ This is exactly what I wanted. Thank you! $\endgroup$ Commented Aug 14, 2017 at 21:55
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$\begingroup$ @StefanG. You're very welcome, glad I could help. $\endgroup$– bertmoogCommented Aug 14, 2017 at 22:13
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$\begingroup$ I've encountered a few issues. I've created the plane, haven't extruded it (as that is not mentioned) and have attempted to mirror it. No matter which axis I select, there does not seem to be another plane to clip it against. UPDATE: I had to apply the location, which is what fixed it (CTR + A -> Location), but now, my issue is with proportional editing. It moves a few vertices awkwardly, rather than the smooth transition you have. What settings did you use/do you recommend? $\endgroup$ Commented Aug 14, 2017 at 22:23
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$\begingroup$ Update #2: Step 3 is unclear. I move the blade edge towards the centre but that creates a mysterious ghost vertex. Then, regardless of the subdivision modifier, the tip of the blade looks odd, as if it is pinched (most likely due to the ghost vertex). i.imgur.com/ADdKV7Q.png ; i.imgur.com/0MjIQnT.png $\endgroup$ Commented Aug 14, 2017 at 22:52
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$\begingroup$ @StefanG. - It is critical that you keep tris and ngons out of your mesh. I see both in the tip of your model. Delete that stray vertex and the one above it and rebuild those faces. Also, select the edge in the middle of the tip of the spine and Dissolve it to make those two tris a quad. Look closely at the geometry in the gif on step 5 and try to duplicate that in your mesh. $\endgroup$– bertmoogCommented Aug 15, 2017 at 0:22
You can choose whatever you feel is best. You can scale it down a lot. You can merge it and have less geometry.(Preferred) I'm not sure what exactly your question is.