I made a cylindrical object which transitions to a squarish block. However there is some distortion at the transition:

enter image description here

If I add a loopcut to get a nicer surface there, it gives the cylinder a not-very-round edge:

enter image description here

What are some topological tricks for getting smooth subsurf without interfering with other parts of the model?

  • $\begingroup$ Thanks for asking this question. Ever since I can remember I've had similar problem. Haven't found the satisfactory solution yet, though :(. Maybe somebody here'll find it. $\endgroup$ – Paul Gonet Oct 29 '15 at 20:49

Although there are several ways to do this, I would recommend selecting the outlining edges:


And then bevel them with Ctrl+B:



  • $\begingroup$ Odd.. For me beveling creates a tri at the corner, which causes even worse distortion: i.stack.imgur.com/JLOQ6.gif $\endgroup$ – gandalf3 Oct 29 '15 at 20:23
  • $\begingroup$ I think you may have to bevel the cross edges afterwards. $\endgroup$ – VRM Oct 29 '15 at 23:06
  • 1
    $\begingroup$ @gandalf3 I think the key point is the extra edges where you get the distortion. You have 3 edges following the top of the cylinder where novice has one. Also adding another segment to the bevel can turn a corner tri into a quad. $\endgroup$ – sambler Oct 30 '15 at 18:09
  • $\begingroup$ @sambler I tried adding more segments, but that just subdivided the tri. I tested it with simpler geometry than in my .blend; see [this gif](i.stack.imgur.com/JLOQ6.gif. It appeared to behave the same with and without the surrounding edge loops $\endgroup$ – gandalf3 Oct 30 '15 at 19:14
  • $\begingroup$ @gandalf3 don't do the one across at the same time, do it afterwards $\endgroup$ – VRM Oct 30 '15 at 20:47

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