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I created mesh from a curve and I want now soften the curved parts of it like this selection.

enter image description here

I subdivided this part and moved vertices manually to get this: enter image description here

But I'm sure there is some better way to do this. Basically I want to make a flat road but i don't want to have million unnecessary vertices on straight parts.

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You probably don't need all those subdivisions on the edges that run across the curve:

enter image description here

enter image description here


Aside from that, there are several ways you could go about doing this:

Spin

You could use the spin tool (⎇ AltR):

  1. Position the 3D cursor (LMB LMB)

  2. Spin (⎇ AltR)

enter image description here

Subdivide

Subdividing can work well if you only subdivide the edges that follow around the curve:

enter image description here

Unfortunately subdivide smooth doesn't seem to work in this case, so you'll still need to move the vertices manually.

Curves

You could also use a curve, then convert it to a mesh later with ⎇ AltC.

  1. Add a curve

  2. Add a straight curve as a bevel object

  3. Extrude curve (E or ⎈ CtrlLMB LMB)


You should also be able to use bevel, but currently there seems to be a bug with beveling 2D planes in 2.72..

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  • $\begingroup$ up voted just for the gif of the curve process. $\endgroup$ – David Oct 27 '14 at 19:14
  • $\begingroup$ Thanks for useful tips. I want to stick with Bezier curves but is there an option to automatically adjust resolution according to its sharpness. Right now its resolution is set per segment so I can create shorter segments for more complex parts but i just want to have single segment for completely straight parts. If no, what is the fastest way to remove unwanted segments - currently doing shift-clicking on each edge and hit delete>limited dissolve. $\endgroup$ – Paweł Audionysos Oct 27 '14 at 21:39
  • $\begingroup$ @PawełAudionysos You could use a decimate modifier set to planar, or you could make the straight segments of the curve vector by selecting the end control vertices and pressing V > Vector $\endgroup$ – gandalf3 Oct 27 '14 at 22:09
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Start with a clean mesh like gandalf3 shows, with no inner edges:

enter image description here

Step 1: Create a second row of edges along the rim using the edge loop tool.

enter image description here

Use the subdivision surface modifier:

Modifiers -> Subdivision Surface -> Catmull Clark

enter image description here

If needed, you can adjust the position of the edges in edit mode before applying it.

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  • $\begingroup$ ...I just realized how old that question is :P $\endgroup$ – tkk_tkk Nov 20 '19 at 20:17

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