how would i go about sub-surfing this and keeps its sharp edges?    more specifically i am having difficulty with subdividing the the plate like objects on its upper arms and thighs,i have tried the usual methods such as moving edge loops and adding creases but they all leave some kind unsightly deformity, especially when combined with the solidify modifier.  most of the other parts of this model such as its torso and head subdivide without issue.  just what am i doing wrong and how do i make its arm and leg plates smooth with deforming or losing definition?    this was marked as duplicate and linked to a question which told me to use supporting loops and creases which as i already stated doesn't work.
7619
How can I use the subdivision surface modifier to create more high poly meshes without ruining sharp edges? For example this mesh  The sphere should be subdivided but the rim of the cylinder should stay the same because it is a sharp edge. This is the result of the subdevision  How can I get sharp edges to not be affected by the sub surf mod?
80792
Imagine a piece of paper and you fold it in half and then fold it again. that's what I am trying to do and cant. If I use bones the influence of the bones won't allow me to because I need 2 bones to control the same area. If I try shape keys it just deforms the mesh if I try to make it in multiple steps or does the wrong animation because it draws the shortest path instead of rotating from a point like a piece of paper would.
72524
So I was doing a fairly simple model of a Glock hand gun. I had already applied a mirror modifier to the model, that I had so far (which was the grip). Then I applied the subdivision surface modifier. At the point where the mirrored part of the model and the "real" part of the model met it collapsed inside of itself. Bellow will be a picture of the model. I would really appreciate it if someone could tell me how to fix this so I can get back to working on my model. Also the picture is the bottom part of the grip, it may looks like two smaller grips, they are supposed to form one. But like I said it collapsed in on itself.  Thanks, Nova
96198
So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
100934
I think this question is already answered anywhere, but I couldn't find a solution with my search terms :/ .  So I got this model and I only want to smooth out the cylinder parts, but not the extruded edges.  So here is my original model, I think it's kinda clear what should be smoothed out, it is supposed to become a rifle scope.    This happens with the normal smooth button, but I already tried it with a Bevel modifier and subdivison surface aswell.    Solution: Edge Split Modifier with Smooth:
111295
Hi I am new to Blender (and 3d design), I have seen that some people can do this. I mean that they can create a cube, apply the &quot;Subdivision Surface&quot; modifier to it and be able to modify the object using the vertices that are formed when applying the modifier. On the other hand, if I create a cube, and apply the modifier &quot;Subdivision Surface&quot;, it looks like this  The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object. Thanks in advance.
11330
This is the profile of the object I'd like to wrap...    Here is the object's profile after being wrapped...    Is it possible to prevent the distortion? The following post here:  did not affect my object. It seemed very promising, maybe I'm missing something?  Note: I have applied the scale to both my object and curve.
99577
Is there a way in Blender to push faces like Sketchup does?     The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...    Thank you for your time!
12265
I didn't address this in a while because I was busy with something else, but now it has cycled back into my schedule.  Right now I have a shirt modeled and bones set in place. It's already technically rigged, but the only issue is the buttons.   I'm not entirely sure how to go about connecting them to the shirt's deformations. I tried to combine them and the shirt into one object, but because of the shirt's modifiers, (Solidify and subsurf, which I don't want to apply yet), the buttons become extremely deformed. I've tried to match the weight painting intensity where a button is at in correspondence with the shirt, but that doesn't seem to work, maybe it has to do with the specifics of where the button is?   Is there a way to make the buttons follow the shirt's deformations without deforming the mesh vertices of the button? I know that if I probably apply the modifiers on the shirt and combine it with the buttons, it would be okay, but I'm not okay with doing that just yet with the shirt.    I rigged the shirt by deleting all vertex groups, assigning empty groups to the mesh from the armature, and then assigned automatic groups in the weight paint menu.  Is there a way to do this?
8155
Hey I want to connect the bottom loop with the top loop so that it forms a solid.  I have tried selecting multiple vertices and pressing F but that just creates a large face which I do not want. I have tried using grid fill bu that doesn't work either. The solution that seems to work is by selecting four vertices and pressing F and then selecting the next 4 and pressing F and on and on. That just takes too long.
121271
I am trying to improve the model shown below. As it can be  seen, the cloak of the model contains some holes. I tried to apply the Solidify modifier, but in this case the thickness of the whole model is affected (i.e. the neck of the model becomes to wide). Is there any way to fill these holes?
27709
I am beginner and sculpt a body at the moment. I guess my way wasn't very effective. I created a body with different body parts. Each body part is a separate object. I sculpt mostly and I realized I wanna connect the different object to sculpt in a better way. This should be the way anyway at the end. I have no idea how to do this. I used a subdivision surface mod and it is just.. messy. In a old video I have seen there is a kind of bridge addon? I would be happy for any recommendation or tip. I attach a picture.
79576
I'm a newb to blender so apologies if this is obvious.  I modelled a simple cup and set the modifier subdivisions to 5 after I turned on 'smooth'.  It renders fine in the CTRL+Z render preview window but when I do a final render the handle of the cup is blocky and not smooth.... Any ideas what I'm doing wrong?  Attached pics of the render with blocky handle and the object/render settings   Many thanks
36232
Here is the image to explain what i want    left box shows how i have set loopcuts (green is the face that i am extruding and moving). Middle one is what i want to get. The right is the issue with blender. the red faces will remain. (i have removed doubles on those faces) So is it possible to extrude inwards so that you dont have those faces hanging ? I know i could just delete those faces and thats it. but if you have lot of elements with similar idea it will get time consuming.  Thanks
86087
I may be going about this the wrong way.   I want to create a Mobius ring. I managed to do it by twisting (rotating using proportional editing) then using a curve modifier. But the faces were full of creases no matter how I smoothed them.   I then tried to extrude a plane converted to a curve which was getting there. But I cannot see a way to join two edges of the Mobius ring with a surface. I would appreciate any pointers.  Stephen
106792
So I made this shape using guides, shapes, and connecting all the lines with the Penn tool. This is what it looks like   Now because I used the pen tool not all the lines are connected, ex:   Because of this some of the corners are messed up, here is what they should look like   But some of them look like this because the lines are not one shape   I can't seem to get the "join" function to work when I select two of the points. Is there a good way to join the points together to make them one pen path or shape??
69133
Here it goes again, the rigging error. I have a model that has a mirror modifier already applied and a subsurface and displace modifier (not applied) in my model. So when I try to parent my model to my armature it gets the bone heat error message, but before I applied the mirror modifier it worked, although the bones only work on the left side and the right side didn't work at all.   Solutions I have tried:   Remove doubles (doesn't work) Recalculate (doesn't work either) Remove all modifiers (no luck) Place the root bone at the center of the model (still get the error) Apply the subsurface modifier and parent them (no result) Apply the decimate planar modifier (this works, but the decimate modifier destroys my seam marked on my model, which causes my displace modifier to not function well because I baked my displace map with another model that has a multiresolution level of four).   blender file:   I have the unapplied mirror modifier model in layer 3 and applied mirror modifier model in layer 1.