For me, the hardest part is usually connecting creased edges with non creased (or sharp surface with smooth one). I am always trying to use proximity loops technique explained by Jonathan Williamson here:

Currently I am working on model in the picture below.
object mode picture.

What I need to achieve, is to have sharp edge at the place in green circle and smooth surface on the area in red circle. circled

Topology details in edit mode. Topology details in edit mode

However with this kind of topology, the edge is sharp all along it's length. I am not sure if there is some plugin that can arrange edges so that even edges that are very close together can form smooth surface (something like circle in loop tools), calculating the adjacent edges.

  • $\begingroup$ you can try to bevel the sharp edge only (ctrl+B, mousewheel to add levels, move for sizing) without added loops $\endgroup$
    – Bithur
    Feb 12, 2015 at 13:44
  • $\begingroup$ see: blender.stackexchange.com/questions/6425/… and blender.stackexchange.com/questions/23686/… $\endgroup$
    – user1853
    Feb 12, 2015 at 13:48
  • $\begingroup$ I try that as well, but the result doesnt look good unfortunately... (don't know how to post picture in reply) $\endgroup$
    – salamun
    Feb 12, 2015 at 13:53
  • 2
    $\begingroup$ just forgot to mention that I wish to stick with supporting edge loops, no creasing or edge split, if pssible... $\endgroup$
    – salamun
    Feb 12, 2015 at 13:55
  • 2
    $\begingroup$ @could you upload at least this part of the mesh $\endgroup$
    – Chebhou
    Feb 12, 2015 at 15:12

2 Answers 2


All you need to do is separate the edge loops on the side you want smooth. Think of it as the opposite of proximity loops, where proximity loops make edges sharper, spreading out the edge loops will make it softer.

Simply select the vertices on the side you want smother, and press GG to edge slide them in to place.
If you get any shading artifacts, switch to side view and make sure all the edges and vertices are aligned. Scale to 0 on (an example) the Z axis to re-aline. For example, if you lowered one of the vertices, that will create a dip in the subdivided mesh and break the smooth look.

The vertices I moved are selected in this image.
mesh in edit mode with vertices selected

Edited mesh in object mode
edited mesh in object mode
edited mesh in object mode

  • $\begingroup$ this has been discussed before. It might be a solution in some cases, but in this case, it leaves ugly line paralell to the long edges (if you turn smooth shading on). Please check this picture here: s23.postimg.org/ih60cfd8b/line.jpg $\endgroup$
    – salamun
    Feb 12, 2015 at 20:09
  • $\begingroup$ @salamun I did have smooth shading turned on, and I know about the artifacts; but if you are careful to keep the edges alined it does work. i.stack.imgur.com/p2lio.png $\endgroup$
    – David
    Feb 12, 2015 at 20:13
  • $\begingroup$ Wow, it does look nice. So what should I align the edges to, to achieve result as you did? $\endgroup$
    – salamun
    Feb 12, 2015 at 20:18
  • $\begingroup$ thx. I noticed the bloody line is still there, it's just a matter of camera angle. Also, reflective materials make it even more visible: pasteall.org/pic/83732 $\endgroup$
    – salamun
    Feb 12, 2015 at 20:53
  • 1
    $\begingroup$ @salamun With the topology in your mesh, you can either add space between the three loops causing the problem, or add a edge loop between the crease and the next edge loop. However I would have the topology completely different in that section. i.stack.imgur.com/qkjN0.png You want the face loops to flow around the sharp seam. $\endgroup$
    – David
    Feb 12, 2015 at 21:53

Here is my solution. Although it's not perfect, you may try it. Here's the .blend: http://www.pasteall.org/blend/34364 enter image description here enter image description here

  • $\begingroup$ ...interesting :) Looks good too $\endgroup$
    – salamun
    Feb 12, 2015 at 20:21

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