I had one last bit of clean up to do on the pencil side of the logo. I had that lip, near the pen side, that was left over from moving the edges to make a hexagonal shape that I needed to do something about. Either the pencil had to be scaled in diameter to fit it or the lip needed to be scaled down to match the pencil.
Sounds easy right? It is but it requires fiddling with points. But it took me a while to figure that out.
First I tried to scale the pencil diameter up so that it would match the lip diameter and would be closer to the pen diameter. That did not work as well as I thought it should. For some reason I am having trouble with this cylinder when it comes to scaling. If I try to scale it up along two axis then the third axis scales down. So if I try to make the diameter bigger then it makes the length shorter. I’m not sure why. I may have done something wrong when creating the cylinder to begin with. I will have to do some experimenting and see what I can figure out. Another time though. So after a while of trying to find a way to make the scale work on the entire object, I tried scaling the edges. In some instances I got the same results, in others I got a completely skewed shape. I suspect, in the process of things I may have got my pivot and angles messed up.
Since the scaling the bulk of the object up wasn’t working I tried scaling the lip and the end down using edge selection. That really didn’t work either. I got some distortion there as well. I tried just cutting off the lip by removing all the edges on the end cap and removing the edges for the lip and that made a real mess. At this point I had it so messed up that, since I had not yet saved it, I just closed the file and opened it back up and started over.
When I started the file fresh I looked at it closer. Not that I hadn’t been looking at it all very closely. Still I figured out that the best way, at that point was going to involve manipulating points. So I started by moving the outer edge points in and soon found that they ran up against the points for the cap segments so I had to move 2 or 3 points in at the same time. Then I had to adjust the points for the end cap so that everything laid out nicely. Remember, I will be creating UVs for this. I need good topology. I need my polygons to be fairly consistent, not oddly shaped or squished so that the UVs and the new texture don’t distort when I apply them.
I was really pleased with the end result. The edges are nice and smooth, and though you can’t see the wireframe here the polygons are nice and even and so I expect a nice result for the UVs.
At this point I have two more hopefully small things to add and then I will be on to creating the UV maps and then the texture.

