Tips for Creating Sharp Edges While Modeling
Why Blender Stack Exchange recommends it
Blender Stack Exchange answerers point people to it when subsurf-smoothed models come out too round or show shading artifacts near creased edges, since it lays out three ways to get sharp edges.
Recommended by 4 people across 4 different months, 2013 to 2019.
What it is
A CG Cookie tutorial by Jonathan Williamson on controlling edge sharpness in Blender hard-surface modeling. It compares edge creasing with a Subdivision Surface modifier, the Edge Split modifier, and proximity (supporting) loops, with the trade-offs of each.
What people said
Recommends iKlsR · 2013-06 · Blender Stack Exchange · on “How to smooth shade an object while retaining hard edges?”
There are a few ways to do this but the quickest and most efficient (in your case here) is to just smooth it the same way, using Shade Smooth and then adding an Edge Split modifier to the mesh. From the wiki [LINK] The EdgeSplit modifier splits edges within a mesh. The edges to split can be determined from the edge angle (i.e. angle between faces forming this edge), and/or edges marked as sharp. Splitting an edge affects vertex normal generation at that edge, making the edge appear sharp. Hence, this modifier can be used to achieve the same effect as the Autosmooth button, making edges appear sharp when their angle is above a certain threshold. It can also be used for manual control of the s
Recommends galingong · 2015-05 · Blender Stack Exchange · on “Creasing edge with "Subdivision surface" modifier on rounded surface”
Actually this is not a bug, this is how it works. Creasing just "pulls" edges on subdivided surfaces towards it's original location (without subsurf) so it's natural. Please watch this video about 3 different methods regarding the subject: Tips for Creating Sharp Edges While Modeling [this video] Edit: I may have not been clear enough why that artifact occurs. It's because you're not creasing the edge NEAR the creased one (in the middle which you want to be rounded) and so there is a "jump" between a 100% creased edge and a non-creased edge.
Recommends Duarte Farrajota Ramos · 2016-12 · Blender Stack Exchange · on “Planes rendered into two triangles of different colors?”
That is what subsurf does, it rounds things. If you have a mixed round/sharp geometry and don't want something to be rounded you have to add control loops. GO watch some tutorials [this video] and [LINK]
Recommends josh sanfelici · 2019-04 · Blender Stack Exchange · on “I have a problem making a anvil and i cant seem to find the cause”
I think that what you're calling "bad mesh" is the actual mesh without the influence of the subsurf modifier, while the "good mesh" is the result of the subsurf (and actually the result when rendered. When using the subsurf modifier, the vertices should be considered as "control points", which sometimes will not coincide with the rendered forms. To learn how to manage your control points and achieve the results you want, you should search for tutorials about "Hard surface modelling", in particular you'll have to get familiar with Edge control loops and edge crease. Lots of tutorials are available for free, like this: [this video] .
Cites salamun · 2015-02 · Blender Stack Exchange · on “How to connect sharp edge with smooth one?”
For me, the hardest part is usually connecting creased edges with non creased (or sharp surface with smooth one). I am always trying to use proximity loops technique explained by Jonathan Williamson here: [this video] Currently I am working on model in the picture below. . What I need to achieve, is to have sharp edge at the place in green circle and smooth surface on the area in red circle. Topology details in edit mode. However with this kind of topology, the edge is sharp all along it's length. I am not sure if there is some plugin that can arrange edges so that even edges that are very close together can form smooth surface (something like circle in loop tools), calculating the adjacent edges