How can I smooth all crown but don't smooth the top of the crown? I did a subdivision surface, but this didn't work. All crown became smooth and changed form.
- Create a Z-scaled, subduvided UV sphere, and a capless cylinder, at the origin.
- Give the cylinder a few horizontal loops, and assign it a Srinkwrap modifier to the sphere; drag it down to a good-looking position in Z
- Select the N,S,E,W vertices on the top loop of the Cylinder, and with Proportional Edit / Linear falloff, drag the points up in Z
- Proportional off, Median Pivot Point, scale the bottom loop to 0 in Z
- Assign a Solidify modifier, with 'Crease' set to 1 for Inner, Outer, and Rim.
The crease will hold against any subdivision.. after applying the modifiers you can extrude down the cylindrical headband, etc. (You might not even need subdivision, maybe AutoSmooth will do..)
EDIT: .... But as moonboots points out, it's worth taking a little time to put in a bevel after applying the Solidify and a level of subdivision around the rims, and then across the peaks and troughs, as shown:
Here is a way to make a crown, maybe there's a simpler?
- Build a basic cube, delete its two side faces, give it a Mirror modifier.
- Drag up its central edge, add 3 vertical edge loops.
- Add some additional edge loops close to the angles so that it will sharp them later.
- Give your object an Array modifier. Choose a Count of 4. Enable the Merge option.
- Give your object a Simple Deform modifier / Bend mode. Choose an Angle value of 360°. If it doesn't turn around the Z axis, apply the rotation of your object.
- At last, give your object a Subsurf modifier (and press the Smooth Shading button on the Tools panel).
- Move a bit your edges with GG to sharp the crest and the low of the crown.
- Apply the modifiers (except the Subsurf if possible), remove the doubles (where the 360° joint happens).
Just above the Mean Crease setting that kei suggested is the Mean Bevel Weight (for edges, not the one for vertices). My usual method is to set the edges Mean Bevel Weight to 1.0, then add a Bevel modifier, making sure it's above the Subdivision Surface modifier in the modifier stack, and in the Bevel modifier making sure the Weight button is selected, not None. Adjust the Bevel modifier's other settings, Width and Segments, to taste; Segments is usually 3 for me.
This allows you to control the rounding / beveling of those specific edges separately from whatever the Subdivision Surface modifier does.
Alternatively, instead of using Mean Bevel Weight you could use a vertex group.
Sometimes you simply want the "obvious" edges not subdivided by the Subdivision Surface modifier, for example with a cylinder I want the top and bottom edges left alone. In that case I can select the Bevel modifier's Angle button, changing the Angle value to 80 or whatever if necessary. Using this method, if you add a cylinder and set the number of vertices (sides) to 6, it will still turn into a cylinder when you add the Subdivision Surface and you have the Levels high enough (3 or more).