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I'm working on a cup and when applying a subsurface modifier it puts these holes near the rim of my cup. I've tried dissolving the edge where the holes appear, but that makes my outside cup look jagged. I've also tried merging by distance and flipping normals but no dice. Here's the blend file: https://pasteall.org/blend/f0b8780f6461447daf100064e2d2ed2d

enter image description here

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Your normals are flipped on this part, Blender tries to smooth between faces that are inverted, go in Edit mode, select all and ShiftN to recalculate the normals, or AltN > Recalculate Outside, or Mesh > Normals > Recalculate Outside.

enter image description here

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  • $\begingroup$ Flipping normals on the inside will flip them on the outside though. Making the outside blue makes the inside red and vice versa. $\endgroup$
    – Obama2020
    Jun 26, 2021 at 18:53
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    $\begingroup$ Add a Solidify modifier. Then you have inside and outside of the cup a surface. Consider to lower the levels of the Subdivision modifier. You have 3 levels for viewport and 2 for rendering. Makes no sense ;-) Levels 1 & 2 are fine when you switch Shading to Shade Smooth in the context menu. $\endgroup$
    – Blunder
    Jun 26, 2021 at 19:15
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    $\begingroup$ @Obama2020, do not flip the normals, recalculate them $\endgroup$
    – moonboots
    Jun 26, 2021 at 20:23
  • $\begingroup$ @Blunder solid worked perfectly. Thanks :) $\endgroup$
    – Obama2020
    Jun 26, 2021 at 22:15
  • $\begingroup$ @Obama2020 if answer solved your issue consider mark as Accepted blender.stackexchange.com/tour Thank you keep this site organized. $\endgroup$
    – vklidu
    Jun 27, 2021 at 6:53

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