How do I straighten just the inner hole of this mesh?





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I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?





I also tried beveling the inner lines of the ring that caused an artifact:










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  • if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
    – Virgil Sisoe
    19 hours ago










  • Beveling the edge created ngons, these don't subdivide well.
    – Jaroslav Jerryno Novotny
    19 hours ago

















up vote
6
down vote

favorite
1












I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?





I also tried beveling the inner lines of the ring that caused an artifact:










share|improve this question







New contributor




ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




















  • if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
    – Virgil Sisoe
    19 hours ago










  • Beveling the edge created ngons, these don't subdivide well.
    – Jaroslav Jerryno Novotny
    19 hours ago













up vote
6
down vote

favorite
1









up vote
6
down vote

favorite
1






1





I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?





I also tried beveling the inner lines of the ring that caused an artifact:










share|improve this question







New contributor




ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?





I also tried beveling the inner lines of the ring that caused an artifact:







modifiers subdivision-surface






share|improve this question







New contributor




ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question







New contributor




ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






New contributor




ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked 19 hours ago









ShadyHorizon

333




333




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ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






ShadyHorizon is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












  • if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
    – Virgil Sisoe
    19 hours ago










  • Beveling the edge created ngons, these don't subdivide well.
    – Jaroslav Jerryno Novotny
    19 hours ago


















  • if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
    – Virgil Sisoe
    19 hours ago










  • Beveling the edge created ngons, these don't subdivide well.
    – Jaroslav Jerryno Novotny
    19 hours ago
















if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
19 hours ago




if I understand correctly you want the hexagonal shape to stay hexagonal even after the subd modifier?
– Virgil Sisoe
19 hours ago












Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
19 hours ago




Beveling the edge created ngons, these don't subdivide well.
– Jaroslav Jerryno Novotny
19 hours ago










3 Answers
3






active

oldest

votes

















up vote
7
down vote



accepted










Edit: actually, a bit simpler method. First, the destructive version:




  • Create a 6 vertices circle.

  • Subdivide it once.

  • Extrude it down.

  • Make its external edge loop a circle with W > Looptools > Circle.

  • Extrude it up on the Z axis.

  • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.

  • Smooth with a Subdivision Surface modifier and a Smooth Shading.


enter image description here



The non-destructive version:




  • Create a 6 vertices circle.

  • Subdivide it once.

  • Give it a Solidify modifier.

  • Create a 12 vertices circle.

  • Extrude and merge it on its center.

  • Give it a Solidify modifier.

  • Give it a Boolean modifier / Difference mode with the first circle as Object.

  • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.

  • Smooth with a Subdivision Surface modifier and a Smooth Shading.

  • Apply the modifier if you are happy with the result.


enter image description here






share|improve this answer























  • Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
    – wchargin
    10 hours ago










  • no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
    – moonboots
    9 hours ago


















up vote
8
down vote













creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
enter image description here






share|improve this answer






























    up vote
    7
    down vote













    Create a 6 sided mesh circle and rotate it $30º$



    Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$



    Subdivide the inner circle with a number of cuts of 2



    Bridge both circles and add the desired modifiers, like a Subsurf and Solidify



    Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.



    enter image description here






    share|improve this answer























      Your Answer





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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      7
      down vote



      accepted










      Edit: actually, a bit simpler method. First, the destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Extrude it down.

      • Make its external edge loop a circle with W > Looptools > Circle.

      • Extrude it up on the Z axis.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.


      enter image description here



      The non-destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Give it a Solidify modifier.

      • Create a 12 vertices circle.

      • Extrude and merge it on its center.

      • Give it a Solidify modifier.

      • Give it a Boolean modifier / Difference mode with the first circle as Object.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.

      • Apply the modifier if you are happy with the result.


      enter image description here






      share|improve this answer























      • Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
        – wchargin
        10 hours ago










      • no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
        – moonboots
        9 hours ago















      up vote
      7
      down vote



      accepted










      Edit: actually, a bit simpler method. First, the destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Extrude it down.

      • Make its external edge loop a circle with W > Looptools > Circle.

      • Extrude it up on the Z axis.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.


      enter image description here



      The non-destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Give it a Solidify modifier.

      • Create a 12 vertices circle.

      • Extrude and merge it on its center.

      • Give it a Solidify modifier.

      • Give it a Boolean modifier / Difference mode with the first circle as Object.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.

      • Apply the modifier if you are happy with the result.


      enter image description here






      share|improve this answer























      • Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
        – wchargin
        10 hours ago










      • no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
        – moonboots
        9 hours ago













      up vote
      7
      down vote



      accepted







      up vote
      7
      down vote



      accepted






      Edit: actually, a bit simpler method. First, the destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Extrude it down.

      • Make its external edge loop a circle with W > Looptools > Circle.

      • Extrude it up on the Z axis.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.


      enter image description here



      The non-destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Give it a Solidify modifier.

      • Create a 12 vertices circle.

      • Extrude and merge it on its center.

      • Give it a Solidify modifier.

      • Give it a Boolean modifier / Difference mode with the first circle as Object.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.

      • Apply the modifier if you are happy with the result.


      enter image description here






      share|improve this answer














      Edit: actually, a bit simpler method. First, the destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Extrude it down.

      • Make its external edge loop a circle with W > Looptools > Circle.

      • Extrude it up on the Z axis.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the internal vertical edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.


      enter image description here



      The non-destructive version:




      • Create a 6 vertices circle.

      • Subdivide it once.

      • Give it a Solidify modifier.

      • Create a 12 vertices circle.

      • Extrude and merge it on its center.

      • Give it a Solidify modifier.

      • Give it a Boolean modifier / Difference mode with the first circle as Object.

      • Give it a Bevel modifier / Angle mode, with an Angle low enough to smooth the vertical internal edges.

      • Smooth with a Subdivision Surface modifier and a Smooth Shading.

      • Apply the modifier if you are happy with the result.


      enter image description here







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 4 hours ago

























      answered 19 hours ago









      moonboots

      6,4072514




      6,4072514












      • Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
        – wchargin
        10 hours ago










      • no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
        – moonboots
        9 hours ago


















      • Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
        – wchargin
        10 hours ago










      • no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
        – moonboots
        9 hours ago
















      Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
      – wchargin
      10 hours ago




      Your destructive approach will almost certainly have far nice topology than your nondestructive approach (due to the Boolean modifier), right?
      – wchargin
      10 hours ago












      no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
      – moonboots
      9 hours ago




      no, it will actually be the same, because the 12 vertical edges of the boolean object will perfectly match with the 12 edges of the main object, destructive or non-destructive is just a matter of preference in this case
      – moonboots
      9 hours ago












      up vote
      8
      down vote













      creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
      enter image description here






      share|improve this answer



























        up vote
        8
        down vote













        creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
        enter image description here






        share|improve this answer

























          up vote
          8
          down vote










          up vote
          8
          down vote









          creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
          enter image description here






          share|improve this answer














          creasing edges with SHIFT + E could also be a non destructive option if you don't want to modify existing geometry
          enter image description here







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 18 hours ago

























          answered 18 hours ago









          Virgil Sisoe

          3087




          3087






















              up vote
              7
              down vote













              Create a 6 sided mesh circle and rotate it $30º$



              Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$



              Subdivide the inner circle with a number of cuts of 2



              Bridge both circles and add the desired modifiers, like a Subsurf and Solidify



              Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.



              enter image description here






              share|improve this answer



























                up vote
                7
                down vote













                Create a 6 sided mesh circle and rotate it $30º$



                Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$



                Subdivide the inner circle with a number of cuts of 2



                Bridge both circles and add the desired modifiers, like a Subsurf and Solidify



                Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.



                enter image description here






                share|improve this answer

























                  up vote
                  7
                  down vote










                  up vote
                  7
                  down vote









                  Create a 6 sided mesh circle and rotate it $30º$



                  Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$



                  Subdivide the inner circle with a number of cuts of 2



                  Bridge both circles and add the desired modifiers, like a Subsurf and Solidify



                  Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.



                  enter image description here






                  share|improve this answer














                  Create a 6 sided mesh circle and rotate it $30º$



                  Now add a slightly larger circle with three times more sides $3 times 6 = 18$ and also rotate it $30º$



                  Subdivide the inner circle with a number of cuts of 2



                  Bridge both circles and add the desired modifiers, like a Subsurf and Solidify



                  Now you can adjust the smoothness of the inner edges by selecting the two middle vertex of each edge, setting the Pivot center to 'Individual Origins', and scaling them up, outwards towards the edges.



                  enter image description here







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited 7 hours ago









                  Robin Betts

                  5,0501627




                  5,0501627










                  answered 15 hours ago









                  Duarte Farrajota Ramos

                  31.4k53574




                  31.4k53574






















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