8
$\begingroup$

I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.

What is the best way of achieving this look?

kettle model

kettle photograph

$\endgroup$
22
$\begingroup$

You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp. Pyramid Pattern

$\endgroup$
1
$\begingroup$

The most direct method is to just use poke faces.

If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.

$\endgroup$
0
$\begingroup$

Edit mode: Enable face select Select a ring of faces by having cursor in between adjacent face

enter image description here

Separate by selection enter image description here

Poke

Object mode: Select new object

Edit mode: Select all enter image description here

< I > inset Select individual in tool properties

enter image description here

Scale Drag outward enter image description here

Object mode:

Parent new object to original

Adjust settings / remove subsurf modifier on child object enter image description here

$\endgroup$
  • 1
    $\begingroup$ This answer does not seem to address the issue with Subdivision Surface modifier described in the question. $\endgroup$ – Martin Z Dec 11 '18 at 13:56
  • $\begingroup$ It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please. $\endgroup$ – Lukasz-40sth Dec 11 '18 at 14:09
  • $\begingroup$ You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution. $\endgroup$ – Martin Z Dec 11 '18 at 14:29
0
$\begingroup$

You might consider separating the geometry into two meshes.

One mesh keeps the subdivision surface (although you might have to crease it near the edges that got separated).

The other mesh applies the subdivision surface modifier, and then you use the Poke Faces tactic suggested by the other posters.

Alternately, increase the Crease factor of the edges of the pyramids so that the subdivision surface does not curve them at all.

$\endgroup$
-1
$\begingroup$

Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).

$\endgroup$

Your Answer

By clicking "Post Your Answer", you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.