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I'm a beginner at Blender. I'm trying to model a wrench, which looks like this without applying the subdivision modifier:enter image description here

And like this after using the subdivision modifier:enter image description here

A closer look of the end: enter image description here enter image description here

There are no doubles and I think I have enough tightening loops here. Really can't figure out what's wrong, any suggestions?

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  • $\begingroup$ 1- Avoid Ngons (faces with more than 4 vertices). 2- Use quad based topology. $\endgroup$ – user1853 Jun 6 '19 at 1:59
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Blender can't figure out what to do with that big, oddly-shaped face on top. You can see that even with a simple cylinder:

enter image description here

A few extra cuts on that face will make it smaller and convex, and it solves the problem:

enter image description here

That said, you should try to avoid large faces with more than 3-5 edges (preferably 4 edged quadrilaterals), which will give you the best results for subdivision.

Also, your initial model is very high-poly for a model you intend to subdivide. Your UN-subdivided model is high-poly enough that it'd probably already work for most uses.

For subdivision modelling, I always try to economize the amount of quads before subdividing. Here's a quick wrench I did that uses a pretty small number of vertices:

enter image description here

...but it still subdivides quite nicely:

enter image description here

Hope this is helpful!

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  • $\begingroup$ Thank you very much!!! $\endgroup$ – gladys yang Jun 6 '19 at 3:22

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