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An easy way to add a circular hole
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is by beveling a Vertex.
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You can do this by selecting a Vertex
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and pressing Shift+Ctrl+B.
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Then scroll the mouse wheel up
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to add more segments.
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You can also increase or decrease the Segments
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with the + and - keys on the Numpad.
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Or, after left-clicking to confirm,
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increase the Segments in the Operator panel.
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To make it round,
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adjust the Profile shape to 0.0865.
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Or even easier, right-click
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and use LoopTools - Circle for a perfect circle.
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LoopTools is an extension
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that you need to enable in Preferences.
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Then you can extrude these Faces inwards.
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You can even do this with several Vertices at once.
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And then Press Alt+E
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and choose Extrude Faces Along Normals.
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This works fine in a quick boolean workflow,
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but it creates N-gons:
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Faces with more than 4 Edges.
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Although in some cases
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N-gons are fine in a Subdiv workflow,
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if you are using an all quads workflow,
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for sculpting for example,
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you'll want to avoid N-gons.
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In that case,
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you'll need at least 3 intersecting edge loops.
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In Edge Selection mode,
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select two intersecting Edges,
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and press Ctrl+B to bevel them.
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Here too you can increase Segments
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with the Middle Mouse Button,
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or by pressing the + key on the Numpad.
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Or after left-clicking to confirm,
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by adjusting the Segments in the Operator panel.
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You need 2 Segments
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to get 3 intersecting Edges like this.
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Switch back to Vertex Selection mode
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and Bevel the vertex in the center as before,
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with Shift+Ctrl+B.
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You can also do this by going to Vertex - Bevel Vertices
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and move the mouse until you see it change.
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Adjust the profile in the Operator panel
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or use LoopTools - Circle.
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Now to get all quad topology,
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select two Vertices at a time while holding Shift,
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and then press J to connect them.
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Switch to Face Selection mode
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and select the Faces.
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Press E to extrude them to create a hole.
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If you don't want to keep those extruded Faces,
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press Delete or X and choose Faces.
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Now when you add a Subdiv modifier,
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it will become more round
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but also smooth.
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To keep this corner sharp,
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you can do a couple of things.
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You can select the corner Edges
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and then Crease them by pressing Shift+E
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and 1 on the Numpad.
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Or slide the Mean Crease value to the right
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in the Option panel with those Edges selected.
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Now despite the Subdiv modifier,
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the corner remains sharp
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Alternatively we can do some more beveling.
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With those Edges selected press Ctrl+B,
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then move the mouse.
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You'll want a Profile Shape of 1 for this,
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and 2 Segments is enough to keep the corners sharp.
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The closer together those Edge Loops are,
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the sharper the corner will be.
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When exporting a mesh to other software,
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you want to add geometry like this to keep corners sharp,
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Because creasing only works inside of Blender.
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Right-click and choose Shade Auto Smooth
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to make it look even smoother.
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Blender 5 has really nice Matcaps too
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that you can use to make your models
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more visually appealing in the viewport.
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Learning how to make holes,
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either with booleans or with subdivision-ready topology,
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is one of the key skills you need to have
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as a 3D artist.
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I've learned this the hard way,
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But I've struggled so you don't have to!
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I've collected all my knowledge
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about hole modeling
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in a new PDF, The Big Book of Holes.
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You can get this now on my website
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or on YouTube.
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If you already have my big Blender Secrets book,
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you don't need this PDF
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as you already have all these topics in that book.
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So if you want to learn all there is about holes in 3D modeling,
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go and get that PDF!7175
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