How would you model a pyramid pattern?












7














I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



What is the best way of achieving this look?



kettle model



kettle photograph










share|improve this question





























    7














    I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



    What is the best way of achieving this look?



    kettle model



    kettle photograph










    share|improve this question



























      7












      7








      7







      I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



      What is the best way of achieving this look?



      kettle model



      kettle photograph










      share|improve this question















      I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



      What is the best way of achieving this look?



      kettle model



      kettle photograph







      modeling modifiers subdivision-surface






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Dec 11 at 13:55









      Martin Z

      4,0001426




      4,0001426










      asked Dec 11 at 12:23









      Andrew Lee

      362




      362






















          5 Answers
          5






          active

          oldest

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          20














          You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
          Pyramid Pattern






          share|improve this answer































            1














            The most direct method is to just use poke faces.



            If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






            share|improve this answer





























              0














              Edit mode:
              Enable face select

              Select a ring of faces by having cursor in between adjacent face



              enter image description here





              Separate by selection
              enter image description here





              Poke



              Object mode:
              Select new object



              Edit mode:

              Select all
              enter image description here



              < I > inset
              Select individual in tool properties



              enter image description here



              Scale
              Drag outward
              enter image description here



              Object mode:



              Parent new object to original



              Adjust settings / remove subsurf modifier on child object
              enter image description here






              share|improve this answer



















              • 1




                This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                – Martin Z
                Dec 11 at 13:56










              • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                – Lukasz-40sth
                Dec 11 at 14:09












              • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                – Martin Z
                Dec 11 at 14:29



















              0














              You might consider separating the geometry into two meshes.



              One mesh keeps the subdivision surface (although you might have to crease it near the edges that got separated).



              The other mesh applies the subdivision surface modifier, and then you use the Poke Faces tactic suggested by the other posters.



              Alternately, increase the Crease factor of the edges of the pyramids so that the subdivision surface does not curve them at all.






              share|improve this answer





























                -1














                Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                share|improve this answer























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                  5 Answers
                  5






                  active

                  oldest

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                  5 Answers
                  5






                  active

                  oldest

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                  active

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                  active

                  oldest

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                  20














                  You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                  Pyramid Pattern






                  share|improve this answer




























                    20














                    You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                    Pyramid Pattern






                    share|improve this answer


























                      20












                      20








                      20






                      You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                      Pyramid Pattern






                      share|improve this answer














                      You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                      Pyramid Pattern







                      share|improve this answer














                      share|improve this answer



                      share|improve this answer








                      edited Dec 11 at 15:28

























                      answered Dec 11 at 15:13









                      Martin Z

                      4,0001426




                      4,0001426

























                          1














                          The most direct method is to just use poke faces.



                          If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






                          share|improve this answer


























                            1














                            The most direct method is to just use poke faces.



                            If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






                            share|improve this answer
























                              1












                              1








                              1






                              The most direct method is to just use poke faces.



                              If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






                              share|improve this answer












                              The most direct method is to just use poke faces.



                              If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.







                              share|improve this answer












                              share|improve this answer



                              share|improve this answer










                              answered Dec 11 at 17:45









                              Federico

                              1111




                              1111























                                  0














                                  Edit mode:
                                  Enable face select

                                  Select a ring of faces by having cursor in between adjacent face



                                  enter image description here





                                  Separate by selection
                                  enter image description here





                                  Poke



                                  Object mode:
                                  Select new object



                                  Edit mode:

                                  Select all
                                  enter image description here



                                  < I > inset
                                  Select individual in tool properties



                                  enter image description here



                                  Scale
                                  Drag outward
                                  enter image description here



                                  Object mode:



                                  Parent new object to original



                                  Adjust settings / remove subsurf modifier on child object
                                  enter image description here






                                  share|improve this answer



















                                  • 1




                                    This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                                    – Martin Z
                                    Dec 11 at 13:56










                                  • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                                    – Lukasz-40sth
                                    Dec 11 at 14:09












                                  • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                                    – Martin Z
                                    Dec 11 at 14:29
















                                  0














                                  Edit mode:
                                  Enable face select

                                  Select a ring of faces by having cursor in between adjacent face



                                  enter image description here





                                  Separate by selection
                                  enter image description here





                                  Poke



                                  Object mode:
                                  Select new object



                                  Edit mode:

                                  Select all
                                  enter image description here



                                  < I > inset
                                  Select individual in tool properties



                                  enter image description here



                                  Scale
                                  Drag outward
                                  enter image description here



                                  Object mode:



                                  Parent new object to original



                                  Adjust settings / remove subsurf modifier on child object
                                  enter image description here






                                  share|improve this answer



















                                  • 1




                                    This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                                    – Martin Z
                                    Dec 11 at 13:56










                                  • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                                    – Lukasz-40sth
                                    Dec 11 at 14:09












                                  • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                                    – Martin Z
                                    Dec 11 at 14:29














                                  0












                                  0








                                  0






                                  Edit mode:
                                  Enable face select

                                  Select a ring of faces by having cursor in between adjacent face



                                  enter image description here





                                  Separate by selection
                                  enter image description here





                                  Poke



                                  Object mode:
                                  Select new object



                                  Edit mode:

                                  Select all
                                  enter image description here



                                  < I > inset
                                  Select individual in tool properties



                                  enter image description here



                                  Scale
                                  Drag outward
                                  enter image description here



                                  Object mode:



                                  Parent new object to original



                                  Adjust settings / remove subsurf modifier on child object
                                  enter image description here






                                  share|improve this answer














                                  Edit mode:
                                  Enable face select

                                  Select a ring of faces by having cursor in between adjacent face



                                  enter image description here





                                  Separate by selection
                                  enter image description here





                                  Poke



                                  Object mode:
                                  Select new object



                                  Edit mode:

                                  Select all
                                  enter image description here



                                  < I > inset
                                  Select individual in tool properties



                                  enter image description here



                                  Scale
                                  Drag outward
                                  enter image description here



                                  Object mode:



                                  Parent new object to original



                                  Adjust settings / remove subsurf modifier on child object
                                  enter image description here







                                  share|improve this answer














                                  share|improve this answer



                                  share|improve this answer








                                  edited Dec 11 at 15:43

























                                  answered Dec 11 at 12:59









                                  Ratt

                                  46138




                                  46138








                                  • 1




                                    This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                                    – Martin Z
                                    Dec 11 at 13:56










                                  • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                                    – Lukasz-40sth
                                    Dec 11 at 14:09












                                  • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                                    – Martin Z
                                    Dec 11 at 14:29














                                  • 1




                                    This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                                    – Martin Z
                                    Dec 11 at 13:56










                                  • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                                    – Lukasz-40sth
                                    Dec 11 at 14:09












                                  • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                                    – Martin Z
                                    Dec 11 at 14:29








                                  1




                                  1




                                  This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                                  – Martin Z
                                  Dec 11 at 13:56




                                  This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                                  – Martin Z
                                  Dec 11 at 13:56












                                  It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                                  – Lukasz-40sth
                                  Dec 11 at 14:09






                                  It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                                  – Lukasz-40sth
                                  Dec 11 at 14:09














                                  You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                                  – Martin Z
                                  Dec 11 at 14:29




                                  You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                                  – Martin Z
                                  Dec 11 at 14:29











                                  0














                                  You might consider separating the geometry into two meshes.



                                  One mesh keeps the subdivision surface (although you might have to crease it near the edges that got separated).



                                  The other mesh applies the subdivision surface modifier, and then you use the Poke Faces tactic suggested by the other posters.



                                  Alternately, increase the Crease factor of the edges of the pyramids so that the subdivision surface does not curve them at all.






                                  share|improve this answer


























                                    0














                                    You might consider separating the geometry into two meshes.



                                    One mesh keeps the subdivision surface (although you might have to crease it near the edges that got separated).



                                    The other mesh applies the subdivision surface modifier, and then you use the Poke Faces tactic suggested by the other posters.



                                    Alternately, increase the Crease factor of the edges of the pyramids so that the subdivision surface does not curve them at all.






                                    share|improve this answer
























                                      0












                                      0








                                      0






                                      You might consider separating the geometry into two meshes.



                                      One mesh keeps the subdivision surface (although you might have to crease it near the edges that got separated).



                                      The other mesh applies the subdivision surface modifier, and then you use the Poke Faces tactic suggested by the other posters.



                                      Alternately, increase the Crease factor of the edges of the pyramids so that the subdivision surface does not curve them at all.






                                      share|improve this answer












                                      You might consider separating the geometry into two meshes.



                                      One mesh keeps the subdivision surface (although you might have to crease it near the edges that got separated).



                                      The other mesh applies the subdivision surface modifier, and then you use the Poke Faces tactic suggested by the other posters.



                                      Alternately, increase the Crease factor of the edges of the pyramids so that the subdivision surface does not curve them at all.







                                      share|improve this answer












                                      share|improve this answer



                                      share|improve this answer










                                      answered Dec 11 at 20:23









                                      Mutant Bob

                                      6,83611136




                                      6,83611136























                                          -1














                                          Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                                          share|improve this answer




























                                            -1














                                            Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                                            share|improve this answer


























                                              -1












                                              -1








                                              -1






                                              Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                                              share|improve this answer














                                              Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).







                                              share|improve this answer














                                              share|improve this answer



                                              share|improve this answer








                                              edited Dec 11 at 15:14

























                                              answered Dec 11 at 13:34









                                              Lukasz-40sth

                                              445211




                                              445211






























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