Great! We’ve gotten a box with two toast slots in it, but that’s still not quite done. We still need a lever that will insert the toast-to-be! It also needs a knob to tell the toaster what darkness of toast we want, and risers to keep it from burning the countertop! These details shouldn’t be a problem, and we can add them in using many of the same techniques we’ve discussed so far. Maybe even some new ones; read on!
I’ve selected all the faces on one side of my toaster to make it the front. I used my “move” gizmo (hotkey w) and moved them out a ways. We do this because you have to remember that the mechanisms that make the toaster run have to go somewhere. This addition of mass makes it look like they’re right behind that panel. Always keep these physical ideas in mind while you’re modeling. It’ll add a subtle level of realism.
In your top viewport (hotkey t if you’re using one viewport like I am), round out the profile of your toaster a bit. You’ll have to drag-select the vertices when you do this because you want to select the vertices behind the top ones. If you don’t, you’ll only select the top verts. You can see that I have “show end result” enabled on my modifier stack because I can see the t-smooth in action. I like this for operations like making a rounded
face-plate because it lets me see how it will look at the finished stage.
Here you can see I’ve done our (now hopefully memorized) procedure of connecting and chamfering an edge. I like relatively sharp corners around my toaster slot, so I’ve added this step to give us that quality.
Next, I added an extra edge along the depth of the toaster to ensure that smoothing from the length of the toaster really doesn’t affect the face-plate. While this is a little redundant, it’s nice to be totally sure.