Is there a way of getting a nice smooth curve without using the subsurface modifier on a mesh. But maintaining clean topology and not using booleans. I tried some methods but with no particular luck. I added many subdivisions with the intentions of getting a nice curve. But once I add the circle tool, it becomes a mesh.

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    $\begingroup$ Why without using a subsurf modifier? $\endgroup$ – brockmann Apr 6 at 12:19
  • $\begingroup$ The previous models which I had uploaded I had used a modifier, So this is more of a problem solving inquiry. to gain new skills and theory from the forum. (Also the Subsurface modifier was causing some unwanted issues on the model I practising on). So I'd like to know if there's a way of achieving a smooth curve. Even If there's an Ad-On I'd like to know. $\endgroup$ – blender breath Apr 6 at 12:34
  • $\begingroup$ This was one of the methods I done it using subsurface. Now I'd like to gain more skills knowing to achieve it without subsurface modifier. ibb.co/WDqJQ3X $\endgroup$ – blender breath Apr 6 at 13:47
  • $\begingroup$ Don't waste your time. Proper usage of the subsurf modifier is the main skill you need when it comes to modeling and it's the common way of polygonal modeling for many years now. Read: en.wikipedia.org/wiki/Subdivision_surface $\endgroup$ – brockmann Apr 6 at 13:56

If Subdivision Surface is not convenient, you can do it manually.

  • Start with a circle - it's way easier than to shape vertices into a circle later
  • Since you're not using subdivision, flat n-gons aren't a problem.

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  • Use Bevel to make edges softer.
  • note that Bevel is more limited by tight corners

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  • $\begingroup$ More polygons, add more, more polygons! ;) $\endgroup$ – brockmann Apr 7 at 8:14
  • $\begingroup$ Certainly :). When modeling without subsurf, 256 verts for a circle isn't unusual :). Still, using subsurf is just sooo much easier. $\endgroup$ – Jachym Michal Apr 7 at 8:20
  • $\begingroup$ Tried to explain that already: blender.stackexchange.com/questions/173378/curve-shape-on-mesh/… but I think that's a waste of time too :D $\endgroup$ – brockmann Apr 7 at 8:23
  • $\begingroup$ Well, for flat, angular objects, Bevel can be enough. The polycount easily gets down to 1/10 of subdivided geometry. And I too had a (short-lived) interest in modeling entirely without subsurf :). $\endgroup$ – Jachym Michal Apr 7 at 8:31
  • $\begingroup$ Thanks for the demo Jachym. At starters I was a bit confused. But then I realised that it was done using a circle and a square mesh. I also added the steps which I followed. ibb.co/cNmKzWR Kind regards. $\endgroup$ – blender breath Apr 7 at 10:57

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