Then delete the polygon.
We need to create some more geometry, so when we add a smooth modifier we can maintain the smooth, hard, surfaces. Let's convert to Edge mode and select one of the edges on the top polygon, then in the Edge Selection rollout press Ring. (This will select all the other edges)
Next we will add the Connect tool, so select the small settings icon and in the Connect caddy set Segments to 2 and set Pinch to 95, then press OK
We can scroll down to Surface Subdivisions and turn on Use NURMS Subdivisions and set the Display Iterations to 2, then take a quick render. We will see that we have a smooth, circular, hole in the center, but our whole box has converted into a soft rounded shape, so we need to create a few more edges around the sides of the box to get the tight, flat, surfaces and corners we are looking for.
We can turn off Use NURMS Subdivision as we are going to delete the bottom half of the Box and add a Symmetry modifier to finish creating the hole through the center. To do this we will go to the Front viewport, use Polygon mode and drag the cursor around the bottom half of the box, make sure we have also selected the bottom polygons, then press delete.
Now let's go to the Modifier list and scroll down under Object-Space Modifiers and choose Symmetry modifier. In the Parameters - Mirror Axis check Z.
Let's go to the Symmetry expandable list and select Mirror, this will enable us to move the mirrored object and situate it right underneath the original object. So with the Select and Move tool drag the copy up. Go over to the Parameters, check Weld Seam and we can change the Threshold settings to 2,0. (This will weld the two objects together)
We need to convert the object to an Editable Poly again, so right click the object in the Perspective viewport and in the Transform menu select Convert To Editable Poly.
Let's go over to the Editable Poly rollout and select Edge mode and in the Front viewport drag the cursor through the edges on the right side of the box, to select all the edges.
Then press the small settings icon for the Connect tool. In the Connect caddy we can set Segments to 1 and Slide to 95, then press OK. Now we have created a new edge that goes all around the box.
We can go back to the Front viewport and drag the cursor through the edges on the left side of the box, to select all the edges all around the left side of the box. Then press the small setting icon for the Connect tool. In the Connect caddy we can set the Segments to 1 and Slide to -95, then press OK.
Let's do the same in the Left viewport. Drag the cursor through the Edges on the right side of the box, to select all the edges. Then press the small setting icon for the Connect tool, set Segments to 1 and Slide to -95, then press OK.
Continue in the left viewport and select the edges on the left side of the box. Then in the Connect settings caddy set Segments to 1 and Slide to 95, then press OK.
Now we will select the edges that go around horizontally. We can do this by selecting one of the edges in the Perspective viewport, then in Edge Selection, press Ring. Next we can press the small settings icon for the Connect tool, and set Segments to 1 and Slide to -95, then press OK.
Let's repeat the last step to the bottom horizontal edges, and situate the new edge to the bottom of the box.
There are several ways to smooth the object, in this tutorial we will use NURMS Subdivision. Let's go to Subdivision Surfaces and turn on Use NURMS Subdivision and set the Display Iterations to 2. We now have a box with a smooth, circular, hole through the center and tight, flat surfaces and corners.
I hope you have found this tutorial helpful and can apply this technique to future projects. Enjoy!
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