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I am trying to make edges such that parts of my mesh are smooth and rounded while others are sharper. Is there a way to perform an operation that does the opposite of an edge collapse? I guess the problem would be selecting which lines go to which vertex.

Edit:

Start like this:

Before

and change it to this:

After

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  • $\begingroup$ Could you please add some screen captures as an example of what you want to do ? $\endgroup$ – lemon Jul 26 '16 at 14:29
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You can 'rip fill', with Alt+V. Once done you'll eventually need to remake quad : select the needed faces and Alt+J.

enter image description here

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