Blender Intermediate Modelling Tutorial - Part 3: Sharpening Edges

Blender Guru · 709K views · 2017 · 18:04

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Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it when answering questions about subdivision surface edge control, supporting loops and creasing edges, and when asking for help at specific steps of the anvil tutorial.

Recommended by 3 people across 3 different months, 2018 to 2021.

What it is

Part 3 of Blender Guru's intermediate modelling series (the anvil tutorial), by Andrew Price. It shows how to sharpen selected edges on a subdivision-surface model with edge loops and creases while keeping the rest of the mesh smooth.

What people said

Recommends user2864874 · 2018-03 · Blender Stack Exchange · on “Adaptive subdivision texture distortion”

I'm curious to know if the issue I'm experiencing in the included renders is the same as the issue described here [LINK] . My mesh is shown here: [LINK] Standard subdivision surface with texture here (what I expect to see): [LINK] When I change the subsurf modifier to "Adaptive", this happens (corners stretched): [LINK] It appears that the issue linked on the Blender dev site has been closed/archived. My questions are: Does this mean that textured models will need the double-subsurf approach described in the Blender ticket as a rule when adaptive subsurf is used? Is my approach to "sharpening" the subsurfaced edges correct? I followed this tutorial [this video] to implement the loop-cut-edge-slid

Recommends Dallas Price · 2020-04 · Blender Stack Exchange · on “Cutting out logo shape (using Boolean, or knife on a 2D plane) ruins edges when shaded smooth”

I think what you want to do is crease the edge. Select the edges and push shift+E and drag to sharpen up the logo edges. [this video]

Recommends Christopher Bennett · 2021-03 · Blender Stack Exchange · on “How to model this seat with curved edges/corners”

The easiest and most common way to achieve "roundness" of a mesh is to use a Subdivision Surface Modifier. However, this often requires what is known as "supporting geometry" which includes things such as placing extra edge loops to help better define (control the "rounding" amount) of edges. A good place to learn all about it is from this segment of the "Blender Guru's" anvil tutorial - [this video]

Cites kheetor · 2018-04 · Blender Stack Exchange · on “Do I need a subdivision modifier to create a hard-surfaced object”

"Hard surface look" doesn't really mean anything specific. In 3D modeling hard surface is simply anything machine made or man made as opposed to organic that is grown or shaped by nature in a non-orderly fashion. Your model is already looking like a hard surface model. You could leave it like that but comparing to reference images you probably want to round off corners. In real life there are no sharp corners so you expect a corner to catch light from the environment. So you are striving for realism . And if you complete the project with PBR materials you should end up with something close to your reference images. As for getting the geometry right, there's not a rule to choosing between usi

Cites Involute · 2020-10 · Blender Stack Exchange · on “Boundary not working with inset faces command”

I'm working on Blender Guru's anvil tutorial. At this point [this video] he insets a face and uses the boarder option to achieve the desired result. I'm using v2.9 which no longer supports the B shortcut, but I can enable it in the new sub-menu for the command. Nevertheless, nothing happens and the boarder piece remains, so I can't perform the extrude on a single entity; it comes out as two spikes. What am I doing wrong? [LINK]