This anvil is the next lesson. It’s called texturing, but this is the modelling step.
Notes:
The Boolean modifier messes up the “clean” mesh of 4 vertices.
“G” x2 will slide the selection along the edge (vertex slide). “M” merge by distance.
This eliminates some extra geometry that can be introduced by loop cuts.
Loop Cut: on odd curves: “E” and “F” will help it conform to the different sides.
The horn was the hardest. The longitudinal loop cuts (for the Hardy Hole) did end up interfering with the edges. I’m still not sure how to eliminate some Loop Ring parts and terminate them into quads. (I just found Don Newman’s Quad junction Cheat Sheet.)