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I want to smooth the top side of this ring:

enter image description here enter image description here

This is how it looks like after rendering: enter image description here

The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.

I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R to make cuts but it doesn't work.

The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier

My question is how can I smooth just the top side of the ring without the edges?

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  • $\begingroup$ Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces. $\endgroup$ – Robert Gützkow Jun 30 at 13:03
  • $\begingroup$ @gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be? $\endgroup$ – Macit Jun 30 at 13:26
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    $\begingroup$ By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer. $\endgroup$ – Robert Gützkow Jun 30 at 16:22
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I guess you have these 2 solutions:

  • Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.

enter image description here

  • Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.

enter image description here

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  • $\begingroup$ Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool. $\endgroup$ – Macit Jun 30 at 16:24
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    $\begingroup$ if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually. $\endgroup$ – moonboots Jun 30 at 16:32
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    $\begingroup$ I'm sure there was a way to make a good topology from the start but I guess it's another topic ;) $\endgroup$ – moonboots Jun 30 at 16:33
  • $\begingroup$ that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent $\endgroup$ – moonboots Jun 30 at 16:46
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Relatively straightforward with a couple of modifiers.

I did this freehand but you would be better with a reference image and taking more time but the process would be the same.

Imagine the shape cut in half and flat.

enter image description here

Make sure the pivot is on the right hand side and that the verts on the right line up with a scale to zero on the x in the image shown.

Add a mirror modifier and apply followed by some extra edge cuts as shown

enter image description here

Add a bend deformer and wrap the object 360 degrees

enter image description here

In edit mode extrude the shape x 3 making sure the first and last extrude are shallow giving a supporting edge.

enter image description here

Add a subsurf modifier x 2 and adjust verts as required.

enter image description here

This process will work the same with your reference.

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