blender · HeyBraza shows you
how to add a subdivision surface in blender
HeyBraza points at the ctrl+1 shortcut, the viewport/render levels and the supporting-loops trick so your model smooths without going to mush.
a subdivision surface modifier rounds a low-poly model into a smooth one without you adding geometry by hand - it's how most organic shapes get their curves. the shortcut is fast, but it rounds everything unless you tell it where to stay sharp.
short answer
select the object and press ctrl+1 (up to ctrl+5 for more smoothing) to add a subdivision surface modifier - or use modifier properties (the wrench icon) > add modifier > generate > subdivision surface. raise 'levels viewport' for a smoother preview and add 'shade smooth' (right-click in object mode) so it doesn't still look faceted.
or do it yourself
- 1select the object and press ctrl+1 - that adds a subdivision surface modifier at level 1 (ctrl+2 to ctrl+5 add more).
- 2or add it by hand: modifier properties (the wrench) > 'add modifier' > 'generate' > 'subdivision surface'.
- 3raise 'levels viewport' for a smoother preview; set 'render' higher for the final image and keep viewport lower for speed.
- 4right-click in object mode and choose 'shade smooth' - subdivision adds geometry, but shade smooth is what removes the faceted look.
- 5to stop edges rounding off, add supporting loop cuts (ctrl+r) close to them, or select the edges and press shift+e to add a crease.
steps last checked
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downloadcommon questions
why does subdivision round off my whole model?
subdivision pulls every edge inward toward a smooth average. add supporting loop cuts (ctrl+r) near the edges you want kept sharp, or select those edges and press shift+e to crease them.
what's the difference between viewport and render levels?
'levels viewport' is how smooth it looks while you work; 'render' is the level used when you press f12. keep viewport low for speed and render higher for quality.
it still looks blocky even with subdivision - why?
you haven't shaded it smooth. right-click in object mode and choose 'shade smooth' - subdivision adds the geometry, shade smooth interpolates the shading across it.