I'm working on a low poly style scene, meaning that individual triangles are intentionally visible. I need to subdivide the scene while preserving the original geometry.

Basically, for every triangle I'd like to add 3 new vertices to create 4 triangles like this, so that it's still flat:


It may seem odd that I'm basically just increasing vertex count, but this is because I have a vertex shader that is warping the points, and I need more vertices for the effect to look nice.

I know about the 'poke face' but this does not work because I must reduce edge lengths for the effect.

Is there any built in tool I can use to accomplish my goal? Thank you

  • 2
    $\begingroup$ W S (subdivide) should do this? 1 cut, 0 smoothness.. $\endgroup$
    – Robin Betts
    Commented Mar 6, 2019 at 1:33
  • 1
    $\begingroup$ @RobinBetts that should be an answer $\endgroup$
    – Sazerac
    Commented Mar 6, 2019 at 1:37
  • $\begingroup$ Thanks for the tip! I tried doing that, but it doesn't seem to correctly interpolate the UV map, or possibly the normals? Every triangle is supposed to have the same normal and uv coordinate. $\endgroup$
    – KevinH
    Commented Mar 6, 2019 at 3:40
  • $\begingroup$ @Sazerac.. it's one of those.. seems too obvious a thing to have tried, therefore probably not an answer.. I'll have a closer look at it when I can.. $\endgroup$
    – Robin Betts
    Commented Mar 6, 2019 at 8:40
  • 1
    $\begingroup$ I'm having trouble reproducing the problem with UV's / Normals. Is there a sample you can share via blend-exchange.giantcowfilms.com ? $\endgroup$
    – Robin Betts
    Commented Mar 6, 2019 at 9:59

1 Answer 1


Have you tried the Edge Split Modifier? It does the trick for me.

This is an Ico-Sphere. I added the Edge Split Modifier to it, then I sharpened all the edges (or just the ones between which there should be no interpolation of normal values), then I added Subdivisions with Mesh > Subdivide, Slices set to 1 and Smoothness to 0, like suggested.

Edge Split Modifier to keep Normals from being interpolated in Subdivision

The UVs split as they should. UVs before Subdivision

Uvs after Subdivision


You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .