9
votes
Accepted
Various issues with low poly hammer
You have adjacent faces but they are actually separate, so it cuts the effect of the Subdivision Surface, see:
or:
You need to join these faces:
and:
As for the tri, in my opinion you can keep ...
7
votes
Accepted
Subdivision modifier turns mesh into one dimension object
Should be this bug with AMD graphics cards.
Go to Edit → Preferences → Viewport → Subdivision and disable GPU subdivision.
3
votes
Adaptively subdivide mesh based on mapped texture
You can do something like this with Geometry Nodes. I'm still a total noob with GN, but something like this seems to do the trick.
Just comparing the value of some noise texture to a range of color ...
2
votes
Accepted
Hide can't works with Subsurfed Object
This is a Confirmed High priority bug since subdivision has been fully switched to gpu computing, see T96080.
In the meantime, You can turn off GPU subdivision in the preferences: Edit → Preferences → ...
1
vote
Questions on subdivision
I think the main difference is this:
In your better attempt you had this subdivision in that face, making the adjacent face become a polygon with 5 sides, which is usually not good but in this case ...
1
vote
Modeling subdivision lines can be seen on my final modeling results even if object is flat shaded why?
I'm not sure Shade Flat does what you think it does.
Shade Flat means, render each face with it's unique vertex normals. No averaging for any of them.
Like this:
See how this center vertex actually ...
1
vote
Various issues with low poly hammer
I've seen a lot of questions about keeping edges sharp, so I wanted to add this quick and easy trick.
One way to keep an edge sharp on a subdivided surface is to mark it as a crease.
Press 2 for edge ...
1
vote
Accepted
Solidifier and Subdivision Mod behave weird
You have overlapping vertices, it cuts off your object and therefore divides the effect of the Subdivision Surface modifier, select all and press M > Merge by Distance:
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