# How to fix ugly lines in my mesh? [duplicate]

I would like my mesh to achieve similar shape (helmet) like this:

The mesh:

I know my mesh is far away from look like what I want, but I'm kinda newbie so I'm trying the best with what I got.

Without subsurf (just for let you know how it looks without it):

Base mesh with subsurf:

How can I get rid of those weird and ugly lines or achieve similar form?

Thank you for helping guys!, got something similar @Manu Järvinen , @Leander, @miceterminator

• Im not good at modelling but I think you can use "Loop Cut and Slide" and delete the top most part and fill it instead – WhatAMesh Sep 11 '18 at 8:35
• Hi. Please don't add unnecessary information to the title. – Ray Mairlot Sep 12 '18 at 14:58

EDIT: haha, Leander beat me to it by 3 minutes with the same kind of answer :)

For the reference image type of helmet (a stretched sphere) I definitely would start with a cube that has Subsurf modifier applied:

After that, just add a new Subsurf modifier to it and it's smooth as silk and still quite easily editable:

Even at the risk of sounding demotivating: You can't subdivide a cylinder and call it modeling. I'd advise you to follow some basic modeling tutorials, before creating objects of your own.

Your cylinder contains an n-gon, a face with more than four vertices and four edges. Ngons don't work well with the subdivision surface modifier. Create the topology from quads (faces with four vertices). See Manu's answer for a possible workflow. I just started with the default cube and did the subdivision with the specials menu (W).

miceterminator's answer states to start with a halved sphere. While this may be a good starting point, a sphere intially has triangles, which produce non-smooth geometry with the subdivision modifier.

Here are things you want to do:

• Use fewer polygons on an intersecting loop. With more polygons, you have less control and positioning them becomes more time consuming.
• Place more polygons by hand.
• Setup reference images in your 3D view.
• Use the mirror and subdivision modifier.

Here are some useful modeling commands.

• Thank you mate, your answer was all useful! , upvoted right now, it helped me a lot! – Alan Parson Sep 11 '18 at 13:05
• @Leander "which are suited for subdivision as well"...I don't think that is what you meant... – JakeD Sep 20 '18 at 1:57
• @JakeD Thanks, feel free to edit next time. – Leander Sep 20 '18 at 7:12

I think that starting with a cylinder is a unfortunate choice.

I would suggest 3 different approaches:

1. Start with a sphere (ICO or UV) and use proportional editing

1. Select the top/bottom most vertex
2. Grab along z-axis while adjusting the falloff and size of the proprtional editing to your liking.
2. Start with a sphere (ICO or UV) and try scaling the vertices uniformly along the z-Axis

3. define the shape of your helmet with a line and the use the spin tool. This is described here for a wine glass