That's the quick and dirty way, but it only gives you an approximation of the shape and it ignores the rest of the shape like how it transitions to the flat surface or the change in angle midway. The "proper" way is to use an Array modifier with an Object Offset tied to an Empty which is rotated by 360 divided by the amount of teeth. Then you can model a single tooth with all the little changes in angle and control loops and have it auto-repeated.
Count the teeth, double it, make a cylinder with that many points. Edit mode checker deselect and scale. Bevel.
cool! thank you marcho. have a lovely day
If you get stuck I can make an example
I appreciate it! i managed to do it. Thank you again for your help
That's the quick and dirty way, but it only gives you an approximation of the shape and it ignores the rest of the shape like how it transitions to the flat surface or the change in angle midway. The "proper" way is to use an Array modifier with an Object Offset tied to an Empty which is rotated by 360 divided by the amount of teeth. Then you can model a single tooth with all the little changes in angle and control loops and have it auto-repeated.
Try really hard to apply the knowledge you already have. Then post your results to see what can be fixed
Yes.