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I've been learning to model for a year now on and off and I'm pretty good at making perfect quad organic shapes without any 6 sided or more poles. But I don't know how to make a proper sharp edge to a shape.

On the left, if I use sculpting tools, including smooth, the verts all want to collapse away from the tear edge.

On the right, the verts are stable but I have the undesired 6 sided pole.

How do I properly make this sharp edge shape?

enter image description here

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  • $\begingroup$ Have you tried to use Mean Crease or Autosmooth? $\endgroup$
    – cgslav
    Commented Aug 14, 2016 at 15:57
  • $\begingroup$ could you upload the file (or just this part of the model) ? $\endgroup$
    – lemon
    Commented Aug 14, 2016 at 16:04
  • $\begingroup$ I tried the Blender manual and googleing "Mean Crease" nothing. $\endgroup$ Commented Aug 14, 2016 at 18:00
  • $\begingroup$ to me.. or I do not understand your question, or all depend on the upper part (which is not visible on the screen shot)... that's why I asked for an upload. What I mean : quad straight up seems to do the job (if we can not see the upper part) $\endgroup$
    – lemon
    Commented Aug 14, 2016 at 18:04
  • $\begingroup$ All I would be uploading is a plane subdivided a few times with some edges separated with the [V] key. $\endgroup$ Commented Aug 14, 2016 at 18:08

1 Answer 1

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If this is what you want to obtain :

enter image description here

  • Starting from a grid like in (1)
  • Inset I the faces (2)
  • Remove the top center point and, eventually, align the top (3)

enter image description here

At this step, the smooth makes a non sharp angle and some faces to 'correct' in the bottom part :

enter image description here

  • Separate V the bottom center vertex and move it down a little (4)
  • Ctrl+E then edge slide both sides to mark the angle (5)

enter image description here

Here the shading is not good :

enter image description here

This is due to the inner triangles which are badly oriented :

  • Have a look (6), with Ctrl+T (triangulate)
  • And correct it (7), Ctrl+E then rotate edge CW (clockwise )

enter image description here

  • Come back to quads, selecting the faces and Alt+J (8)
  • Sharpen the angle if you need, like previously with edge slide (9)

enter image description here

The topology is more or less tolerant to subsurf (which seems ok) or to bevel (which is not so ok). So, depending on what you want, you may need to adjust it :

enter image description here

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