I've made the modeling of an object, and now I would like so subdivide it. When I go to edit mode, Edge, subdivide. It creates the line between the two nearest vertex but all in the same surface; I would like it to keep the form, to add resolution.

Before subdivide:

Surface before

After subdivide:

Surface after subdivide

Desired result:

Desired result

I would like to make the curve smoother. In this case this "curve" is paralell to the grid, but If I want to make the same with a "curve" that varies in a 3D way, I understand that the new vertices should be along some normals?

PD: I want to increase the poligons because I would like to 3D print the object so I need a "smooth" surface.

Thanks in advance

Edit 1: This is the model I'm trying to model. I know that the topology specially on the little door is very bad.


If I add the subdivison surface modifier this happens:




Modifier result

The lower edge gets cramped end veri far from wireframe and the cannon...

  • $\begingroup$ This is how the Subdivide operation works, use the Subdivision Surface modifier instead and apply it. $\endgroup$
    – moonboots
    Commented Mar 25 at 20:12
  • $\begingroup$ @moonboots if I use that modifier, the mesh becomes weird and gets deformed $\endgroup$
    – Javepan
    Commented Mar 25 at 20:46
  • $\begingroup$ Yes because this may not be what you want fir the whole mesh, so you need to find another solution please share your object $\endgroup$
    – moonboots
    Commented Mar 25 at 20:50
  • $\begingroup$ @moonboots now you can see the object and the modifier applied (under edit 1) $\endgroup$
    – Javepan
    Commented Mar 25 at 20:59
  • $\begingroup$ It's not clear what part you are trying to smooth, also maybe you should show a reference image of your object, and redo it from scratch? $\endgroup$
    – moonboots
    Commented Mar 26 at 6:31

2 Answers 2


You can try the Relax operation. Activate the LoopTools addon, select the edges (in Edge Select mode) and RMB > LoopTools > Relax:

enter image description here

  • $\begingroup$ @Javepan And make sure you use the Relax option from the Loop Tools - because there is also a Relax function at the bottom of the context menu, which works a bit different and might change the overall shape too much. $\endgroup$ Commented Mar 26 at 8:46

Subdivide comes with a 'Smoothness' setting, which appears to need some definition of a vertex-normal to work with:

enter image description here

In the absence of faces, normals appear to be derived from vector-to-object-origin. The 'Factor' limit is soft, it can be set to more than 1.

If the geometry of interest comprises well-formed quad loops, the shipped add-on Loop Tools > Curve is applicable:

enter image description here

Selected vertices in a loop are pinned, the remainder are interpolated between them according to the operator's settings. (Here, vertices to be pinned are selected with 'Select Next Active' CtrlShiftNumpad+)

  • $\begingroup$ If you want a good description of how Loop Tools > Curve works, I think Ian McGlasham's 'Panel Beating' video is a good start. That may be helpful reshaping your model in general $\endgroup$
    – Robin Betts
    Commented Mar 26 at 9:15

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