I would like to be able to fillet ie. smooth out the sharp edge (marked by red circles) - however, I am not sure which modifier I should use to do this. what you are seeing is a compound object created by subtracting a bunch of spheres from a chamfered box object.
well you have some obvious mesh issues. should have rotated the sphere before boolean. Or better, dont boolean. You can create that object without boolean
This took like 3 minutes to make. Its all about the polys.
True that, but even then it still wouldnt be anywhere near as good as doing it properly.
Damn booleans. Its a trap for newbies. I bet Discreet have a good laugh each time they hear about someone using them. I reckon booleans were some sort of dare “go on Dave i dare you to put that crap into the final release of 3dsmax” , “your on” says Dave, “and i will raise you with substandard nurbs”
**note**
CHange Dave for the name of someone who works for discreet
You know, explaining how you did it in 3 minutes would go a lot farther in educating newbies than simply saying you can do it in 3 minutes. Not telling them how doesn’t help them learn to get off booleans. I’ve been off booleans for a year now and I’m still struggling with how to create shapes like that one, so I’d like to learn as well.
good point. I sometimes still boolean when Im feeling lazy. I guess I just assumed it was that way for others. Believe me, Im not a modelling expert. I just started using E poly just about a month ago because I was rather intimidated about using something other then the editable mesh Ive been using for years.
ok percy’s method making that. Obviously other ways of doing it. video tutorial even better daforce.
Step 1. Make box. Give it 6 segments on all sides. Convert it to E poly
Step 2. Choose all verts inside the edge and non uniform scale them like so. This will make your sharp edge after meshsmooth. The closer to the edge they are, the sharper the crease after smoothing
Step 3.
Create a sphere and place it like so. Make sure its aligned on the X and Y for one of the views. We’ll be using it for a guide.
Step 4. Select the inner verts and non uniform scale them until they fit the edge of sphere. Remember how far it was scaled. In my attempt it was 141 units. Do the same for all sides of sphere until you get the following:
Step 5. Select faces like so.
Step 6. Now it gets fun. Click the bevel button next to the word bevel. Will bring up a dialogue box. Change height and outline until you get something like below. The smaller the initial outline, the tighter the crease will be after meshsmooth
Step 7. Click apply. will automatically repeat last bevel. Adjust and reclick apply following form of sphere. Do it again and again until you reach end of the sphere.
Step 8. Get out of subobject mode and click your meshsmooth. Give it a couple subdivides and your done!.
If you like you can go into subobject mode for the meshsmooth, select edges and apply crease weights to make sharper creases on the edges. Hoped this helped.
naw I was just kidding. I could think of maybe a couple more ways to do it, but like you said after that, they are “just another way to do it for the sake of having another way to do it.”