Editable Mesh
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Modifier
Subdivide Modifier
13 min
subdivide modifier the subdivide modifier is a modifier that divides the current face into quarters while simultaneously smoothing out bends note the smoothing groups property of the face element group increases the actual number of faces, rather than just making it look like the faces are connected how to use modifier add button 1 press the add modifier button subdivide modifier properties 2 select the subdivide modifier subdivide modifier level 3 in the subdivision level properties , select the button for the desired step caution since this will divide the entire face into 4 parts per step, it is recommended that you start with a lower step, as the number of steps in the subdivision level property can cause optimization issues with 3d objects due to the large number of steps, as well as momentary editor slowdowns subdivide modifier result 4 faces are added and bends are smoothed out properties subdivide modifier properties subdivision level property for the subdivide level subdivide modifier level for each step , the number of faces is quadrupled and the bends are smoothed subdivision level example example subdivision level 0 subdivide modifier level 0 example subdivision level 1 subdivide modifier level 1 example subdivision level 2 subdivide modifier level 2 interpolation noneedge only this property determines the bend without distinguishing between corners and edges as a result, all vertices are smoothly represented edge and corner this property determines the bend by distinguishing between vertices and edges uv interpolation this property sets the bending method for stretched uvs none smooth interpolation across all faces corners only sharpens only the corners corners plus1 linear interpolation for both edges and corners corners plus2 sharpen edges and corners, while extending sharpness to adjacent areas boundaries sharpens all boundaries all applies bilinear interpolation to all surfaces note this does not work if the uv is not unfolded info even if the uv is not stretched , it will have automatically generated uv texture coordinates based on the object's spatial coordinates , normal orientation the image below is an example of how the uv changes based on each property auto smoothing group a property that automatically applies a smoothing group to faces added by the subdivision level , making the surface appear smoother subdivide modifier auto smoothing group tip since increasing the value of subdivision level results in more polygons, it is a good idea to optimize by looking at the representation level with the auto smoothing group property enabled and increasing the value of subdivision level preview overview a wireframe preview of the subdivided result example usage