Subsurf on a crown. How can I smooth some edges and keep others sharp?












4












$begingroup$


enter image description here



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.










share|improve this question









New contributor




Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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$endgroup$








  • 2




    $begingroup$
    Possible duplicate of Subsurf modifier rounding sharp edges
    $endgroup$
    – cegaton
    9 hours ago
















4












$begingroup$


enter image description here



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.










share|improve this question









New contributor




Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 2




    $begingroup$
    Possible duplicate of Subsurf modifier rounding sharp edges
    $endgroup$
    – cegaton
    9 hours ago














4












4








4


1



$begingroup$


enter image description here



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.










share|improve this question









New contributor




Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




enter image description here



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






share|improve this question









New contributor




Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 8 hours ago









moonboots

11.9k21021




11.9k21021






New contributor




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asked 9 hours ago









Alexandra SchurAlexandra Schur

211




211




New contributor




Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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New contributor





Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Alexandra Schur is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








  • 2




    $begingroup$
    Possible duplicate of Subsurf modifier rounding sharp edges
    $endgroup$
    – cegaton
    9 hours ago














  • 2




    $begingroup$
    Possible duplicate of Subsurf modifier rounding sharp edges
    $endgroup$
    – cegaton
    9 hours ago








2




2




$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
9 hours ago




$begingroup$
Possible duplicate of Subsurf modifier rounding sharp edges
$endgroup$
– cegaton
9 hours ago










4 Answers
4






active

oldest

votes


















5












$begingroup$

Another approach:



enter image description here




  • 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:



enter image description here






share|improve this answer











$endgroup$









  • 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
    6 hours ago










  • $begingroup$
    @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
    $endgroup$
    – Robin Betts
    6 hours ago












  • $begingroup$
    yes sure do it!
    $endgroup$
    – moonboots
    6 hours ago



















3












$begingroup$

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).


enter image description here






share|improve this answer











$endgroup$





















    3












    $begingroup$

    add a subsurface modifier, select some edges and crease the edges
    enter image description here



    enter image description here



    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



    enter image description here






    share|improve this answer











    $endgroup$









    • 2




      $begingroup$
      That's the most appropriate non-destructive solution
      $endgroup$
      – Kroltan
      3 hours ago



















    1












    $begingroup$

    Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?






    share|improve this answer









    $endgroup$













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      4 Answers
      4






      active

      oldest

      votes








      4 Answers
      4






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      5












      $begingroup$

      Another approach:



      enter image description here




      • 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:



      enter image description here






      share|improve this answer











      $endgroup$









      • 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
        6 hours ago










      • $begingroup$
        @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
        $endgroup$
        – Robin Betts
        6 hours ago












      • $begingroup$
        yes sure do it!
        $endgroup$
        – moonboots
        6 hours ago
















      5












      $begingroup$

      Another approach:



      enter image description here




      • 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:



      enter image description here






      share|improve this answer











      $endgroup$









      • 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
        6 hours ago










      • $begingroup$
        @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
        $endgroup$
        – Robin Betts
        6 hours ago












      • $begingroup$
        yes sure do it!
        $endgroup$
        – moonboots
        6 hours ago














      5












      5








      5





      $begingroup$

      Another approach:



      enter image description here




      • 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:



      enter image description here






      share|improve this answer











      $endgroup$



      Another approach:



      enter image description here




      • 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:



      enter image description here







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 5 hours ago

























      answered 7 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
        6 hours ago










      • $begingroup$
        @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
        $endgroup$
        – Robin Betts
        6 hours ago












      • $begingroup$
        yes sure do it!
        $endgroup$
        – moonboots
        6 hours ago














      • 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
        6 hours ago










      • $begingroup$
        @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
        $endgroup$
        – Robin Betts
        6 hours ago












      • $begingroup$
        yes sure do it!
        $endgroup$
        – moonboots
        6 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
      6 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
      6 hours ago












      $begingroup$
      @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
      $endgroup$
      – Robin Betts
      6 hours ago






      $begingroup$
      @moonboots Quite right. Shall I staple it into the answer? Probably best here in the comment.
      $endgroup$
      – Robin Betts
      6 hours ago














      $begingroup$
      yes sure do it!
      $endgroup$
      – moonboots
      6 hours ago




      $begingroup$
      yes sure do it!
      $endgroup$
      – moonboots
      6 hours ago













      3












      $begingroup$

      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).


      enter image description here






      share|improve this answer











      $endgroup$


















        3












        $begingroup$

        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).


        enter image description here






        share|improve this answer











        $endgroup$
















          3












          3








          3





          $begingroup$

          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).


          enter image description here






          share|improve this answer











          $endgroup$



          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).


          enter image description here







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 7 hours ago

























          answered 8 hours ago









          moonbootsmoonboots

          11.9k21021




          11.9k21021























              3












              $begingroup$

              add a subsurface modifier, select some edges and crease the edges
              enter image description here



              enter image description here



              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



              enter image description here






              share|improve this answer











              $endgroup$









              • 2




                $begingroup$
                That's the most appropriate non-destructive solution
                $endgroup$
                – Kroltan
                3 hours ago
















              3












              $begingroup$

              add a subsurface modifier, select some edges and crease the edges
              enter image description here



              enter image description here



              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



              enter image description here






              share|improve this answer











              $endgroup$









              • 2




                $begingroup$
                That's the most appropriate non-destructive solution
                $endgroup$
                – Kroltan
                3 hours ago














              3












              3








              3





              $begingroup$

              add a subsurface modifier, select some edges and crease the edges
              enter image description here



              enter image description here



              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



              enter image description here






              share|improve this answer











              $endgroup$



              add a subsurface modifier, select some edges and crease the edges
              enter image description here



              enter image description here



              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



              enter image description here







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 4 hours ago

























              answered 5 hours ago









              keikei

              3851415




              3851415








              • 2




                $begingroup$
                That's the most appropriate non-destructive solution
                $endgroup$
                – Kroltan
                3 hours ago














              • 2




                $begingroup$
                That's the most appropriate non-destructive solution
                $endgroup$
                – Kroltan
                3 hours ago








              2




              2




              $begingroup$
              That's the most appropriate non-destructive solution
              $endgroup$
              – Kroltan
              3 hours ago




              $begingroup$
              That's the most appropriate non-destructive solution
              $endgroup$
              – Kroltan
              3 hours ago











              1












              $begingroup$

              Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?






              share|improve this answer









              $endgroup$


















                1












                $begingroup$

                Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?






                share|improve this answer









                $endgroup$
















                  1












                  1








                  1





                  $begingroup$

                  Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?






                  share|improve this answer









                  $endgroup$



                  Add in more loop cuts on the subsurf mod. That should do it. I take it that smooth shading doesn't work?







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 8 hours ago









                  TheCatalystTheCatalyst

                  292




                  292






















                      Alexandra Schur is a new contributor. Be nice, and check out our Code of Conduct.










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