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 ...
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  • 102k
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.
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  • 22.9k
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 ...
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  • 1,783
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 → ...
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  • 8,074
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 ...
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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 ...
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  • 1,783
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 ...
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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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  • 102k

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