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I'm trying to make the following object:

enter image description here

Here's a block out of the object for reference. I also shared my blender file below if you want a closer look.

enter image description here

When I applied the subdiv modifier to the block out, the edges of the extruded faces are no longer sharp.

enter image description here

I added loop edges to maintain the sharp edges but it introduces pinches on some surfaces. enter image description here

enter image description here

I tried changing my topology so the loop edges don't go around my entire object adding unncessary edges but still no luck.

enter image description here

enter image description here

I also tried creases, mark sharp, other edge flow topology and none of them solve the issue. Anyone knows what else I can do to keep a smooth surface with sharp edges when subdiv applied?

UPDATE

Current result:

enter image description here

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1 Answer 1

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Create this topology:

enter image description here

Bevel it:

enter image description here

Give it Array, Simple Deform and Subdivision Surface modifiers:

enter image description here

Also give it a Lattice modifier if you want to make it narrow at its top and bottom:

enter image description here

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  • $\begingroup$ Woah, they are perfectly smooth and sharp just as I want! I'm trying to recreate your steps but I'm having trouble understand step one. Could you clarify with a few more steps on how you create that shape and topology? I attached a screenshot of what I think you did in the first step (at the bottom of my post). Please check it out and let me know. Thank you. $\endgroup$ Jan 17 at 19:29
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    $\begingroup$ I've edited my answer, you can begin with this topology then bevel, I hope it's more clear $\endgroup$
    – moonboots
    Jan 17 at 20:14
  • $\begingroup$ I seem to have the topology down but I can't get the bevel to look like yours. I took a screenshot of the edges I think you beveled. Mind elaborating on that part? $\endgroup$ Jan 17 at 21:15
  • $\begingroup$ nothing complicated here, you need to model the first mesh, select the edges and bevel, then dissolve some edges, join some others, etc $\endgroup$
    – moonboots
    Jan 17 at 22:00
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    $\begingroup$ Put a Weld modifier before the Subdivision Surface modifier so that the last and first vertices merge $\endgroup$
    – moonboots
    Jan 18 at 21:08

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