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I'm trying to subdivide a ripped game model for 3D printing. I end up with wrinkles and small bumps when I use the subdivision surface modifier. I converted triangles to quads via the face drop-down menu before subdividing, however, some triangles still remain. How do I work around this to remove the wrinkles? (Assuming the wrinkles are caused by the remaining triangles)

Subdivided mesh

Unsubdivided mesh

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  • $\begingroup$ Hello and welcome. From your image, it looks like you have triangles, but it's hard to tell, the image is a bit far. But if you do have, then that could be the main issue $\endgroup$
    – Emir
    Commented Dec 30, 2022 at 3:43
  • $\begingroup$ I would just model it again. It's quite easy. But can you share your model?blend-exchange.com $\endgroup$
    – Harry McKenzie
    Commented Dec 30, 2022 at 4:38
  • $\begingroup$ did you try remesh modifier? $\endgroup$
    – Chris
    Commented Dec 30, 2022 at 13:23
  • $\begingroup$ @Harry McKenzie I have uploaded my blender file. Could you please explain how to re-model as I am very new to Blender and I can't really make sense of the videos on YouTube. $\endgroup$
    – Brendon
    Commented Dec 31, 2022 at 5:16
  • $\begingroup$ @Chris Yeah I tried the remesh modifier $\endgroup$
    – Brendon
    Commented Dec 31, 2022 at 5:17

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You can convert your geometry to a perfect quad topology with the following steps for each star wing/corner. This will also serve as a good exercise.

Go tab into Edit Mode and then press A to select all and go to menu Face > Tris to Quads.

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Press AA to unselect everything. Hover over a sphere and press L to select it. Do this with every sphere and the 2 eyes and then press H to hide them. This will make your editing much easier. If you want to unhide them, press AltH.

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Notice that there are these 2 edges shown below that did not cooperate in the Quads conversion. Press 2 to go into Edge Select mode and just select them manually on each star corner and press X > Dissolve Edges.

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Press 3 to go into Face Select mode and select these faces and delete them with X > Faces

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Press 1 to back into Vertex Select mode and select these vertices then go to menu Edge > Bridge Edge Loops which will create these horizontal faces.

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Hover over this new face area and press CtrlR to add Loop Cuts and scroll your mouse wheel 2 ticks forward to add 3 loop cuts then press click LMB or Enter to confirm and then press Esc to put them in without offset. Then fill in the missing faces at the bottom by selecting the vertices as shown and pressing F to fill a face.

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In the animation below do the following to fill the face at the star corner: (1) Select those 3 vertices and press M > Merge At Center; (2) Select all vertices around missing face and press F to fill a face; (3) Select those 2 vertices and press J to split the face so that they become quads; and (4) select those 2 vertices and press X > Dissolve Edges so they also become quads.

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  • $\begingroup$ I appreciate the help, it has removed the wrinkles when using the subdivision. I certainly learn't a lot. However, the shape of the original mesh has been altered. I'm wondering how I can reshape the mesh back to its original shape/silhouette/curvature/volume. Should I use something like proportional editing? I have uploaded another file showing the result after following your steps and applying the subsurf modifier. $\endgroup$
    – Brendon
    Commented Jan 1, 2023 at 1:48
  • $\begingroup$ Not sure if the file is uploaded. $\endgroup$
    – Brendon
    Commented Jan 1, 2023 at 2:09
  • $\begingroup$ @Brendon there's a smoothing tool in sculpting mode then u can try use the proportional edit to bloat it a bit $\endgroup$
    – Harry McKenzie
    Commented Jan 1, 2023 at 2:12
  • $\begingroup$ @ Harry McKenzie I tried that, but it's a bit finicky. What about shrinkwrap modifier? I could wrap it to the unquadrified duplicate in some way? $\endgroup$
    – Brendon
    Commented Jan 1, 2023 at 2:57

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