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Tero Kotsalainen

How to merge multiple polygons as one?

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You need more subdivisions!  Up the "Subdivision Editor" and "Subdivision Renderer" to a higher number.  Just go one at a time, since you are quadrupling the number of polygons with each increment.

Also, please just upload your project next time- it is by far the best way to get help here.

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I hate to pour oil on what you might think are newly calm waters, but you haven't really matched the roundness of the ends to the reference - yours is still much more bulgey and sloppy than the one in the first photo, which has really quite tight cylindrical ends that don't bulge at all either down the length or down the height of the box as they do on your current model. Were you to send this to the manufacturer I have no doubt they would return it telling you it wasn't accurate enough.

 

Don't wanna sound like a stuck record, but I have shown you how to make this properly in a way that will more exactly match the reference...

 

CBR

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  • Thanks Nate! Hey Cerbera I know that, this actually is not going to anyone, but I just want to use that case as a reference. I've been only using the program for two weeks and am a big big big noob using it, even thought I'm actually a pro at pretty much in every adobe's program. I'm gonna try your way soon but it looked hard so gonna do it as a separate project soon, I don't know how to make those edges straighter in this project and I know they are bulky atm. :newhere:

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    1 hour ago, Tero Kotsalainen said:

    I've been only using the program for two weeks and am a big big big noob using it

    How comes you're on r18 039, you should be on sp3  build 057?  Best keep it up to date along with the forum profile.

     

    Dan

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    On 7/9/2019 at 6:53 AM, Cerbera said:

    I'd like to propose a different solution to the first problem, which I think you almost started in the right direction ! :) Although we can get a fair approximation if we base these things on a cube, the ends of the reference object are very 'deliberately round' in a quite defined sort of way, so there is a strong argument for starting with circular forms there, as you tried initially, but what you actually need is 2 semi-circles rather than 2 discs, and they don't need that much resolution if we use SDS to attain our smoothness and higher poly result.

     

    562959715_roundedendscbr.thumb.jpg.7e827e15957e997d206fd3a8b5dd1173.jpg

     

    So here the steps are:

     

    1. Disc Primitive 16 segments, with inner radius so we only get the rim and no horrible triangles.

    2. Editable, select right half, Disconnect and move over.

    3. Edge mode, bridge the long edges

    4. Bridge across the longest edges, then Close Poly Hole to fill the gaps.

    5. Line Cut, and cut this into quads (random 1 of many different ways shown)

    6. Outline Select to grab perimeter edges, then Ctrl-drag down a couple of times to create sides. I then added 2 loops (Loop Cut) inside the ends, to better isolate the rounded parts from the straight section. 

    7. Outline Select top perimeter again, then Chamfer with 3-5 segments (bevel tool) to get the extra-defined rounding there.

    8. SDS (Subdivision Surface Object), at which point you can go onto mirror down to the lower shell, then add thickness to both.

     

    At any point after Step 4 above, you could have elected to use symmetry as well, which would nearly halved the amount of polys you had to cut, although we should also note it would have made your cuts more inaccurate as you'd lose the ability to cut from point to point on X, which is arguably the most important direction we need to cut, so swings and roundabouts, hey ? :)

     

    CBR

    If the above looks too hard, look into some basic "box modeling" tutorials.  @Cerbera gave you a pretty great tutorial here, but obviously if none of the tools are familiar I can see how it would seem too difficult.  Unfortunately, modeling the "easy" way usually just leads to more headaches and frustration later on.

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