Hole on a curve

Since I'm doing this I figured I might as well do a little tutorial illustrating
my process for making a traditional hole for subdividing.

Now in the Tutorial section.
 
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The first test I did with an 8 sided hole shows some surface deformation that I don't want.
A hole with more sides may pucker less but then the subdivision will yield more than 64 sides.

Making one level of subdivision editable and then making the hole is my next test.
Then I'll add the SubDiv Modifier at level 2 and see how that works.
 
After a redesign I decided to put the setscrew in a
different place to get more material to cut threads into.

chain_guard_alt.gif
 
To be honest, I like to have a low poly-count to work with, like modeling and uv-mapping (some of my meshes don't look that good because every edges that's not absolutely necessary is killed, resulting in an uneven mesh (it could be a problem with reflection, though).

But I really don't care much about render polys.
 
I had some time to test reflection anomalies with my un-
conventional method of making a hole in a curved surface.
I used a sphere and the exact same beveling on both.

As you can see there is a slight, but exceptable distortion in the reflection.
I found that with the smooth setting changed back from
Normal Break to Constraint, it looks fine.

I still wonder if it will 3D print.

ReflectionTest.gif
 
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