1
$\begingroup$

Noob question here. I'm sure this one is as simple as they come but for the life of me i cannot figure this out!

Mesh cube resized; scale applied. Applied a bevel operation (CRTL+B) on the 4 smaller edges (just 4 segments) After Bevel Operation

In the long run, if i want to bump the resolution of the mesh (Subdivide Operation) to get rid of the ugly faces on the round parts, the result is the same as the subdivision doesn't affect the ugly low poly aspect. After Subdivision Operation

The result is the same even if i add a Subdivision Surface Modifier (Simple). Even after applied the aspect remains the same... Subdivision Surface Modifier

By any chance this is a very simple "thing" to fix (as i suspect) or i have to bump the segments all the way up as soon as i do the Bevel Operation?

Many thanks on advance!

Edit: Many thanks for those you've help me with this noob question! Got the answers i need! Thanks!

In case someone is curious on where i wanted to implement the knowledge: enter image description here

Simple i know... and i want to make proper holes in the geometry so all the elements just do not poke through each other like that!

Again, thank you all very much for the help!

Blend File

$\endgroup$

1 Answer 1

0
$\begingroup$

Are you sure that you need more subdivision? To make an object look smooth, maybe a simple Shade Smooth is enough. Depending on your topology you may need to activate the Object Data panel > Normal > Auto Smooth option.

In your case, don't use the Subdivide operation, it will only add edges between existing edges but won't round the topology, and as it will add edges, it will even tend to keep the faces flat, like a support edge do. Even with a Smoothness of 1 it won't work as you expect.

If you really need additional topology, what you need to do is use the Subdivision Surface modifier instead, as it will round the shape, and then apply it if necessary (don't apply if it's not necessary). Don't forget to create bevels on the top and bottom faces otherwise these faces will bend.

Low-poly with Shade Smooth and Auto Smooth:

enter image description here

Low-poly with Shade Smooth, with a bevel at the top and bottom, it doesn't need any Auto Smooth, thanks to the bevels:

enter image description here

Low-poly with Shade Smooth and a Subdivision Surface modifier: It adds virtual faces (it may not be necessary, depending on your needs), and it doesn't go round thanks to the bevels:

enter image description here

$\endgroup$
9
  • $\begingroup$ As i already said, i tried with a Subdivision Surface Modifier too and the result was exactly the same... Simple as Catmull-Clark completely destroys the geometry :) I attached a Blender file with the beveled geometry. Please check it if you can... $\endgroup$ Nov 26, 2022 at 14:42
  • $\begingroup$ Shade Smooth rounds all parts of the geometry like a balloon. I want just the round parts to be smooth. Shade Smooth + Auto Smooth 30º helps but the top flat part is very noticeable... $\endgroup$ Nov 26, 2022 at 14:43
  • $\begingroup$ You may need to activate the Auto Smooth to avoid bad shading. As for the Subdivision Surface modifier, you need to create bevels (support edge loops) on the top and bottom faces, otherwise they will bend. $\endgroup$
    – moonboots
    Nov 26, 2022 at 14:48
  • $\begingroup$ Also, are you sure that you need such a dense topology? If not, don't subdivide, just shade smooth to get a round shading $\endgroup$
    – moonboots
    Nov 26, 2022 at 14:49
  • $\begingroup$ It doesn't here! In Object mode, right-click and select Shade Auto Smooth. Then maybe increase the Angle to around 80 degrees in the bottom-left properties panel. You might also bevel the edges first to 5 or 6 segments which will give you a better result on an object of that size. $\endgroup$
    – John Eason
    Nov 26, 2022 at 14:51

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .