Is there a way to subdivide a mesh without creating new faces? To clarify, I want to somehow "subdivide" all edges of a mesh, but keep the face count the same as before.

Example: A quad would turn into an octagon while still maintaining the shape of the original quad.

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    $\begingroup$ You can in edit mode, select an edge and subdivide it, the edge will subdivide and add the respective new vertices in without changing the shape of the object. I don't know why you'd want to do this because 3D renderers always triangulate the mesh before rendering (you just don't see it), by creating n-gons (multiple edged polygons) the renderer will have to guess on face orientation with a multi sided polygon so you might end up with rendering artifacts. Creating n-gons with a deforming mesh is a bad idea due to the above. $\endgroup$
    – Helpme
    Aug 24, 2023 at 15:42
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    $\begingroup$ i want to apply a wireframe modifier afterwards, that's why the ngons are important. i need the additional vertices to displace them randomly BEFORE applying the wireframe modifier, creating a shape key and blending between the shape key and the original shape depending on the amplitude of an audio signal. $\endgroup$
    – M Qwadezo
    Aug 24, 2023 at 15:45
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    $\begingroup$ You can: delete only faces, subdivide, refill with F, on a well-formed mesh. Does that constitute an answer? $\endgroup$
    – Robin Betts
    Aug 24, 2023 at 17:43
  • $\begingroup$ Yes, that actually did the trick! Could you post this as an answer so I can accept it for others who might need this in the future? $\endgroup$
    – M Qwadezo
    Aug 24, 2023 at 18:57
  • $\begingroup$ @MQwadezo Perhaps - if you do not need the faces and just keep them for the Wireframe modifier - you could also try using a Skin modifier. It does not need faces to create a mesh along the edges. $\endgroup$ Aug 25, 2023 at 8:38


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