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As you can see on the images below, my problem is when I crease an edge to get sharpness with "Subdivision surface" modifier on, eventually, I get that pointed convex edge.

How can I avoid this 'bug' without complicating the topology, because obviously "mean crease" doesn't work, as well as making vertex group of the vertices on this edge and using it with the "Bevel" modifier.

Blend-file: https://yadi.sk/d/AtQSze6ogdbd4

enter image description here enter image description here

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  • $\begingroup$ Can you explain your problem a bit better and/or post a blend file? $\endgroup$ Commented May 14, 2015 at 18:23
  • $\begingroup$ Try uncreasing that small edge at the middle of the circle. $\endgroup$
    – user40079
    Commented May 14, 2015 at 19:19

2 Answers 2

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I would use control loops for this.

Ctrl+r activates the tool and clicking once moves it into Slide mode. Click again or press enter to set the loop.

You can double tap g to slide loops after they have been added.

enter image description here

Removing the loops again is just as easy as adding them. Press x to open the Delete menu and press g to delete any loops that are selected.

enter image description here

Deleting loops this way preserves a model's UV Coordinates, if it has any, so textures that have been baked will still be valid for the model after it has been reduced.

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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

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.

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