I used the bevel after boolean addon, which ended up with the following. There were 1 or 2 faces which went along the entire loop, which didn't look right, so I deleted them and ended up with some holes:

enter image description here

To fill in these holes, I tried to select the edge loop and press Alt + F, then fixing the normals with Ctrl + N. But there are then tears and triangles appearing in the render:

enter image description here

How do I fill them in properly to avoid this from happening?

Here is the blend file if it helps.

Sorry if I'm missing something obvious, I'm quite new to blender.

  • $\begingroup$ Can you show the kind of model that you are trying to do. There might be other alternatives that do not involve using booleans. Boolean operations are notorious for creating topology problems like the one you are having. $\endgroup$ – cegaton Jan 9 '18 at 3:22
  • $\begingroup$ @cegaton Sure I'm trying to create the base of a light bulb, which has a screw around. I managed this in the end but like you said the topology is awful. Do you know of a way without booleans? $\endgroup$ – simonzack Jan 9 '18 at 3:24
  • $\begingroup$ You might want to try the "bridge edgeloops" feature. Select two edgeloops in edit mode, press 'w' to bring up the specials menu and 'e' to bridge edge loops. If the two edge loops have the same number of vertices, it will fill with quads. Otherwise it will fake it with triangles. $\endgroup$ – dixiepig Jan 9 '18 at 3:43
  • 2
    $\begingroup$ @simonzack you can use a screw modifier read: blender.stackexchange.com/questions/50102/… $\endgroup$ – cegaton Jan 9 '18 at 3:53
  • $\begingroup$ @cegaton Thanks! Will try that out next time. $\endgroup$ – simonzack Jan 9 '18 at 4:42

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