# Keep part of mesh square when applying subdivision surface

I am applying a subsurface modifier to the body of my plane, I need to model the nose in such a way that it stays as sharp and square as possible. I don't see any vertex group option like in the displacement modifier, so I don't know how to achieve this.

Can this be done or should I separate the nose in to another piece without subsurf?

Non subsurf version

Subsurf version, I tried with mean crease 1.0 but still got rounded corners.

• Try using crease on the edges which are the corner of the mesh. It should have more effect than using creases on edges in a relatively flat area (as in your screenshot). – gandalf3 Feb 2 '14 at 21:48
• Thanks for the suggestion, still coming out a bit too doughy. – Neil Feb 2 '14 at 22:37
• Does tweaking the topology/adding supporting geometry help? – gandalf3 Feb 2 '14 at 22:42
• @gandalf3 - I think you left a comment about separating the mesh, I had a notification but its been deleted, how can this be done please? – Neil Feb 3 '14 at 17:09
• That's odd.. I don't remember leaving or deleting a comment..? Anyway, you can separate the selection with Y and separate the selection into a new object with P. – gandalf3 Feb 3 '14 at 21:21