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Paul Gonet
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Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hoverit would be impossible to do it having ngons). Hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (it would be impossible to do it having ngons). Hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

added 92 characters in body
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Paul Gonet
  • 33.6k
  • 18
  • 93
  • 174

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quadsquads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

added 92 characters in body
Source Link
Paul Gonet
  • 33.6k
  • 18
  • 93
  • 174

Right now your model consists of ngons. In most cases it is better to have quadsquads than ngonsngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model. To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

Right now your model consists of ngons. In most cases it is better to have quads than ngons in your model (see this topic- it explains it nicely: http://blog.digitaltutors.com/ngons-triangles-bad/). To create them, select two vertices on the corner of your model and press J to join them with edge. Repeat the process in other corners. enter image description here

Now your model consist of quads. You may add edge loops to your model to sharpen the edges (hover your cursor over model and press CTRL+R). See the manual here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide enter image description here

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Paul Gonet
  • 33.6k
  • 18
  • 93
  • 174
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Source Link
Paul Gonet
  • 33.6k
  • 18
  • 93
  • 174
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