I am trying to make an axe and stomped upon this problem...having no idea how to resolve it. 1st photo is with subdivision.

second is without.

Without subdivision


It basically the Ngons that are causing the problem, as Cegaton stated best to use 4 vertices to a face. So keep it even and one way can be using edge loops to create more faces evenly.

Sample solution can be like this, for example:

enter image description here

Fixing up the model to create quads


  • Use the Knife Tool to create Quads i.e remodel the geometry
  • Use Dissolve Edges to keep faces, but remove edges

A Quad is just face shared by four vertices, just making that clear.

The problem

Now, you have edges lines going each of the corners vertices select them and go delete X > Dissolve Edges. This will delete your edges but keep your faces as shown here:

Dissolve Edges

TIP: Use Edge Select to make this easier

Now use the Knife Tool to create quads, what I did was use an existing vertex and created another one which creates an edge as well between the new one and the existing one. See the rectangles I'm making between those vertices, those are the new quads. Press Enter to accept knife changes.

Repeat for the rest geometry/vertices that don't have quads.

Hope that is enough :)

Result of Knife

  • $\begingroup$ can i solve my problem in this stage?Or how can I use only 4 vertices because i ended up there by just using basic blender tools! $\endgroup$ Jun 29 '17 at 14:35
  • $\begingroup$ Yes you can still fix from what you have here. I might edit my answer to show you how. $\endgroup$ Jun 29 '17 at 14:49
  • $\begingroup$ So?any idea how to solve it?Thanks btw for all youre answers! $\endgroup$ Jun 29 '17 at 15:07
  • $\begingroup$ See my edit above for the method $\endgroup$ Jun 29 '17 at 15:09
  • $\begingroup$ I think I'm dumb...after that complex explanation I still dont get it...so I disolve some of the vertices so i remain with 4 for each "shape" but for some of them it's just not possible and with the knife tool I dont understand how to use it...Thanks for the answer $\endgroup$ Jun 29 '17 at 15:25

If you are just starting with blender here is lesson number one: Avoid using n-gons (faces with more than 4 vertices).

Ngons do not subdivide well.

Try to keep your topology using quads (4 vertices per face)

enter image description here

  • $\begingroup$ Now I have this bump! i.stack.imgur.com/aoKgh.png $\endgroup$ Jun 29 '17 at 14:21
  • $\begingroup$ besides @tacofisher's correct comment, Don't triangulate your mesh! Use Quads. $\endgroup$
    – user1853
    Jun 29 '17 at 14:25
  • $\begingroup$ I deleted my prevoius comment, I thought they had faces along the mirror axis(which sould be avoided), but looking again it does not. $\endgroup$
    – tacofisher
    Jun 29 '17 at 14:27
  • $\begingroup$ and how can i solve it? $\endgroup$ Jun 29 '17 at 14:28
  • $\begingroup$ @cegaton how to detriangulate my mesh?Or simpler how to solve the problem! $\endgroup$ Jun 29 '17 at 14:31

You have N-Gons and are using subdivision surface. N-Gons and subdivision surface don't work together unless the N-Gon is flat and surrounded by a quad loop. This is not the case in your model. See this post for more details on when Ngons are okay to use.


Subsurf needs quads but also objects created with Spin and proportional editing to have the desired effect without extra work. A bowling pin is an example of sich an object.


Not the answer you're looking for? Browse other questions tagged or ask your own question.