Subsurf on a crown. How can I smooth some edges and keep others sharp?
$begingroup$
How can I smooth all crown but don't smooth the top of the crown? I did a subdivision surface, but this didn't work. All crown became smooth and changed form.
subdivision-surface
New contributor
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add a comment |
$begingroup$
How can I smooth all crown but don't smooth the top of the crown? I did a subdivision surface, but this didn't work. All crown became smooth and changed form.
subdivision-surface
New contributor
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1
$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
6 hours ago
add a comment |
$begingroup$
How can I smooth all crown but don't smooth the top of the crown? I did a subdivision surface, but this didn't work. All crown became smooth and changed form.
subdivision-surface
New contributor
$endgroup$
How can I smooth all crown but don't smooth the top of the crown? I did a subdivision surface, but this didn't work. All crown became smooth and changed form.
subdivision-surface
subdivision-surface
New contributor
New contributor
edited 5 hours ago
moonboots
11.9k21021
11.9k21021
New contributor
asked 6 hours ago
Alexandra SchurAlexandra Schur
211
211
New contributor
New contributor
1
$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
6 hours ago
add a comment |
1
$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
6 hours ago
1
1
$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
6 hours ago
$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
6 hours ago
add a comment |
4 Answers
4
active
oldest
votes
$begingroup$
Another approach:
- Create a Z-scaled, subduvided UV sphere, and a capless cylinder, at the origin.
- Give the cylinder a few horizontal loops, and assign it a Srinkwrap modifier to the sphere; drag it down to a good-looking position in Z
- Select the N,S,E,W vertices on the top loop of the Cylinder, and with Proportional Edit / Linear falloff, drag the points up in Z
- Proportional off, Median Pivot Point, scale the bottom loop to 0 in Z
- Assign a Solidify modifier, with 'Crease' set to 1 for Inner, Outer, and Rim.
The crease will hold against any subdivision.. after applying the modifiers you can extrude down the cylindrical headband, etc. (You might not even need subdivision, maybe AutoSmooth will do..)
EDIT: .... But as moonboots points out, it's worth taking a little time, instead of the crease, to put in a bevel after applying the Solidify, around the rims, and then across the peaks and troughs, as shown:
$endgroup$
1
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
add a comment |
$begingroup$
Here is a way to make a crown, maybe there's a simpler?
- Build a basic cube, delete its two side faces, give it a Mirror modifier.
- Drag up its central edge, add 3 vertical edge loops.
- Add some additional edge loops close to the angles so that it will sharp them later.
- Give your object an Array modifier. Choose a Count of 4. Enable the Merge option.
- Give your object a Simple Deform modifier / Bend mode. Choose an Angle value of 360°. If it doesn't turn around the Z axis, apply the rotation of your object.
- At last, give your object a Subsurf modifier (and press the Smooth Shading button on the Tools panel).
- Move a bit your edges with GG to sharp the crest and the low of the crown.
- Apply the modifiers (except the Subsurf if possible), remove the doubles (where the 360° joint happens).
$endgroup$
add a comment |
$begingroup$
add a subsurface modifier, select some edges and crease the edges
it's a little easier of you crease the entire thing, then select a few edges and reduce the crease where you want it softer or rounder.
creasing is quite versatile :D
$endgroup$
1
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
add a comment |
$begingroup$
Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?
$endgroup$
add a comment |
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4 Answers
4
active
oldest
votes
4 Answers
4
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Another approach:
- Create a Z-scaled, subduvided UV sphere, and a capless cylinder, at the origin.
- Give the cylinder a few horizontal loops, and assign it a Srinkwrap modifier to the sphere; drag it down to a good-looking position in Z
- Select the N,S,E,W vertices on the top loop of the Cylinder, and with Proportional Edit / Linear falloff, drag the points up in Z
- Proportional off, Median Pivot Point, scale the bottom loop to 0 in Z
- Assign a Solidify modifier, with 'Crease' set to 1 for Inner, Outer, and Rim.
The crease will hold against any subdivision.. after applying the modifiers you can extrude down the cylindrical headband, etc. (You might not even need subdivision, maybe AutoSmooth will do..)
EDIT: .... But as moonboots points out, it's worth taking a little time, instead of the crease, to put in a bevel after applying the Solidify, around the rims, and then across the peaks and troughs, as shown:
$endgroup$
1
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
add a comment |
$begingroup$
Another approach:
- Create a Z-scaled, subduvided UV sphere, and a capless cylinder, at the origin.
- Give the cylinder a few horizontal loops, and assign it a Srinkwrap modifier to the sphere; drag it down to a good-looking position in Z
- Select the N,S,E,W vertices on the top loop of the Cylinder, and with Proportional Edit / Linear falloff, drag the points up in Z
- Proportional off, Median Pivot Point, scale the bottom loop to 0 in Z
- Assign a Solidify modifier, with 'Crease' set to 1 for Inner, Outer, and Rim.
The crease will hold against any subdivision.. after applying the modifiers you can extrude down the cylindrical headband, etc. (You might not even need subdivision, maybe AutoSmooth will do..)
EDIT: .... But as moonboots points out, it's worth taking a little time, instead of the crease, to put in a bevel after applying the Solidify, around the rims, and then across the peaks and troughs, as shown:
$endgroup$
1
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
add a comment |
$begingroup$
Another approach:
- Create a Z-scaled, subduvided UV sphere, and a capless cylinder, at the origin.
- Give the cylinder a few horizontal loops, and assign it a Srinkwrap modifier to the sphere; drag it down to a good-looking position in Z
- Select the N,S,E,W vertices on the top loop of the Cylinder, and with Proportional Edit / Linear falloff, drag the points up in Z
- Proportional off, Median Pivot Point, scale the bottom loop to 0 in Z
- Assign a Solidify modifier, with 'Crease' set to 1 for Inner, Outer, and Rim.
The crease will hold against any subdivision.. after applying the modifiers you can extrude down the cylindrical headband, etc. (You might not even need subdivision, maybe AutoSmooth will do..)
EDIT: .... But as moonboots points out, it's worth taking a little time, instead of the crease, to put in a bevel after applying the Solidify, around the rims, and then across the peaks and troughs, as shown:
$endgroup$
Another approach:
- Create a Z-scaled, subduvided UV sphere, and a capless cylinder, at the origin.
- Give the cylinder a few horizontal loops, and assign it a Srinkwrap modifier to the sphere; drag it down to a good-looking position in Z
- Select the N,S,E,W vertices on the top loop of the Cylinder, and with Proportional Edit / Linear falloff, drag the points up in Z
- Proportional off, Median Pivot Point, scale the bottom loop to 0 in Z
- Assign a Solidify modifier, with 'Crease' set to 1 for Inner, Outer, and Rim.
The crease will hold against any subdivision.. after applying the modifiers you can extrude down the cylindrical headband, etc. (You might not even need subdivision, maybe AutoSmooth will do..)
EDIT: .... But as moonboots points out, it's worth taking a little time, instead of the crease, to put in a bevel after applying the Solidify, around the rims, and then across the peaks and troughs, as shown:
edited 2 hours ago
answered 4 hours ago
Robin BettsRobin Betts
7,6441829
7,6441829
1
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
add a comment |
1
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
1
1
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
nice, but instead of crease, which hurts, maybe you can finish by some bevels, first on the edges all around then on the crest, this one seems to work: zupimages.net/up/19/09/urwa.jpg
$endgroup$
– moonboots
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
@moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
$endgroup$
– Robin Betts
3 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
$begingroup$
yes sure do it!
$endgroup$
– moonboots
2 hours ago
add a comment |
$begingroup$
Here is a way to make a crown, maybe there's a simpler?
- Build a basic cube, delete its two side faces, give it a Mirror modifier.
- Drag up its central edge, add 3 vertical edge loops.
- Add some additional edge loops close to the angles so that it will sharp them later.
- Give your object an Array modifier. Choose a Count of 4. Enable the Merge option.
- Give your object a Simple Deform modifier / Bend mode. Choose an Angle value of 360°. If it doesn't turn around the Z axis, apply the rotation of your object.
- At last, give your object a Subsurf modifier (and press the Smooth Shading button on the Tools panel).
- Move a bit your edges with GG to sharp the crest and the low of the crown.
- Apply the modifiers (except the Subsurf if possible), remove the doubles (where the 360° joint happens).
$endgroup$
add a comment |
$begingroup$
Here is a way to make a crown, maybe there's a simpler?
- Build a basic cube, delete its two side faces, give it a Mirror modifier.
- Drag up its central edge, add 3 vertical edge loops.
- Add some additional edge loops close to the angles so that it will sharp them later.
- Give your object an Array modifier. Choose a Count of 4. Enable the Merge option.
- Give your object a Simple Deform modifier / Bend mode. Choose an Angle value of 360°. If it doesn't turn around the Z axis, apply the rotation of your object.
- At last, give your object a Subsurf modifier (and press the Smooth Shading button on the Tools panel).
- Move a bit your edges with GG to sharp the crest and the low of the crown.
- Apply the modifiers (except the Subsurf if possible), remove the doubles (where the 360° joint happens).
$endgroup$
add a comment |
$begingroup$
Here is a way to make a crown, maybe there's a simpler?
- Build a basic cube, delete its two side faces, give it a Mirror modifier.
- Drag up its central edge, add 3 vertical edge loops.
- Add some additional edge loops close to the angles so that it will sharp them later.
- Give your object an Array modifier. Choose a Count of 4. Enable the Merge option.
- Give your object a Simple Deform modifier / Bend mode. Choose an Angle value of 360°. If it doesn't turn around the Z axis, apply the rotation of your object.
- At last, give your object a Subsurf modifier (and press the Smooth Shading button on the Tools panel).
- Move a bit your edges with GG to sharp the crest and the low of the crown.
- Apply the modifiers (except the Subsurf if possible), remove the doubles (where the 360° joint happens).
$endgroup$
Here is a way to make a crown, maybe there's a simpler?
- Build a basic cube, delete its two side faces, give it a Mirror modifier.
- Drag up its central edge, add 3 vertical edge loops.
- Add some additional edge loops close to the angles so that it will sharp them later.
- Give your object an Array modifier. Choose a Count of 4. Enable the Merge option.
- Give your object a Simple Deform modifier / Bend mode. Choose an Angle value of 360°. If it doesn't turn around the Z axis, apply the rotation of your object.
- At last, give your object a Subsurf modifier (and press the Smooth Shading button on the Tools panel).
- Move a bit your edges with GG to sharp the crest and the low of the crown.
- Apply the modifiers (except the Subsurf if possible), remove the doubles (where the 360° joint happens).
edited 4 hours ago
answered 5 hours ago
moonbootsmoonboots
11.9k21021
11.9k21021
add a comment |
add a comment |
$begingroup$
add a subsurface modifier, select some edges and crease the edges
it's a little easier of you crease the entire thing, then select a few edges and reduce the crease where you want it softer or rounder.
creasing is quite versatile :D
$endgroup$
1
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
add a comment |
$begingroup$
add a subsurface modifier, select some edges and crease the edges
it's a little easier of you crease the entire thing, then select a few edges and reduce the crease where you want it softer or rounder.
creasing is quite versatile :D
$endgroup$
1
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
add a comment |
$begingroup$
add a subsurface modifier, select some edges and crease the edges
it's a little easier of you crease the entire thing, then select a few edges and reduce the crease where you want it softer or rounder.
creasing is quite versatile :D
$endgroup$
add a subsurface modifier, select some edges and crease the edges
it's a little easier of you crease the entire thing, then select a few edges and reduce the crease where you want it softer or rounder.
creasing is quite versatile :D
edited 1 hour ago
answered 1 hour ago
keikei
3851415
3851415
1
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
add a comment |
1
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
1
1
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
$begingroup$
That's the most appropriate non-destructive solution
$endgroup$
– Kroltan
8 mins ago
add a comment |
$begingroup$
Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?
$endgroup$
add a comment |
$begingroup$
Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?
$endgroup$
add a comment |
$begingroup$
Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?
$endgroup$
Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?
answered 5 hours ago
TheCatalystTheCatalyst
292
292
add a comment |
add a comment |
Alexandra Schur is a new contributor. Be nice, and check out our Code of Conduct.
Alexandra Schur is a new contributor. Be nice, and check out our Code of Conduct.
Alexandra Schur is a new contributor. Be nice, and check out our Code of Conduct.
Alexandra Schur is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
6 hours ago