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Subdivision tools are Edit Mode tools that help you to refine your mesh structure.


  • Excerpt along video

Edit mode "Edge tool", that divides selected subcomponents in half - explicitly by selecting edges, or implicitly by selecting vertices and faces.

  • select Edge(s) you want to subdivide
  • Press Subdivide button in T Toolbox (left in 3dViewportW)
  • new edges are created to link new vertices created by subdivision (justify division to keep mesh face logic) by triangles or quads
  • if there is no face to justify division, vertices are placed on midpoints of edges, but no edges created to connect these vertices.
  • subdivision is commonly used to refine mesh structure, as a whole or in specific areas within an object, the video mentions the exampe to extrude an area.
  • when subdividing areas be careful with the triangular faces that are created
  • to improve the created mesh structure if non-optimal: CTRL+J Beauty Fill selected, improves mesh - joins Triangles to Quads where possible

Loop Cut and Slide, Edge menu

  • Excerpt along video
  • CTRL+R creates horizontal or vertical Loop subdivision that can be positioned along constraining edges by sliding before confirmed.
  • or press "Loop Cut and Slide" button in T Toolbox panel
  • no selection necessary
  • mouse hovering over mesh displays possible positions of Loop Cuts (inserted Loops) in pink
  • left click where you want to create the Loop - it turns yellow and is in grab mode
  • slide it and left click again to confirm position
  • for multiple Loop Cuts: press CTRL+R (or button), hover to see displayed and scroll mousewheel upto desired amount, then left click (as positioned evenly, multiple Loop Cuts will not slide.

Edge Slide: CTRL+E for Edge Menu

  • select Edge, press CTRL+E and from appearing mouse menu "Edge slide" - edge is ready to slide
  • or select Loop by ALt + right click on Loop - and equally select "Edge slide" from CTRL+E menu

Knife Cut

  • Excerpt along video

Subdivide single edge or selection of edges

  • Knifecut Exact K
  • Place cursor outside of selected edges
  • press and hold K-key until you leftclick - cursor will change into knife
  • (you can release K key) but continue to keep left mouse button down
  • and drag/cut where you want to place the cuts
  • Blender will cut at the exact point and mesh is reconciled by new edges
  • cut where you want to divide edges
  • by default knife cut tool is set to Exact and divides exactly where you have set the cut(s)
  • Knifecut Midpoint SHIFT+K
  • cursor outside of selected edges
  • press and hold SHIFT+K-key until you clicked left mouse button
  • keep left mouse button pressed down (you can release SHIFT+K)
  • drag over selected edges and Blender will cut the edges ad their midpoints, create new verties and edges to reconcile mesh

(Multiple Knifecut not supported by Alpha version of 2.5)


  • Excerpt along video

V tear or rip (duplication of) selected Vertives or Edges from Mesh structure and reposition them

useful to create opening in a mesh e.g. opening for mouth
creating new scenes(?) that can subsequently be filled with new faces

  • can rip selection of vertices or edges in 4 different directions
  • position mouse where you want to move ripped duplication(s) towards
  • select vertices/edges and press V-key -
  • selection is duplicated and in grab mode - mesh is ripped at selection and opening appears when you move your mouse

Subdivision Surface Modifier

(entry duplicated on "Modifiers" Page of this Wiki)

  • Excerpt along video

"Subsurf" - one of most frequently used modifiers
Subdivides all faces of a mesh, giving a smooth, organic appearance
Calculates "on the fly" - high resolution objects - low nuber of vertices
Many box modeling projects begin with simple subdivided cube, to which subsurf modifier is applied

(in edit mode)

  • in Modifier Panel ( wrench symbol "tab" in Properties Editor Panel (right lower window)
  • selelct Subdivision Surface form Add Modifier dropdown
  • smooth subdivided surface for each face of the cube - you can see it inside the edit mode cube mesh
  • to model low-poly in your editor, but get high resolution render, you can choose between display resolution for View and Rendering resolution.
  • by default View display for 3D ViewpE. is set to 1, render resolution is set to 2
  • common to model in edit mode with subsurf applied to model
  • to facilitate modeling, press triangle-vertex symbol (right of darker grey icons in Subsurf Panel in Subsurf panel:
  • trianglular vertex/edge icon applies editing cage onto subsurfed surface
  • "calculating on the fly" makes modeling process much like modeling clay
  • all editing mode tools available, try Loop Cut, Rip, Knife Cut etc..
  • Checkbox "Opdimized Display" - if you are ein wireframe Z mode ( and "editing cage onto surface"-triangle) is turned off - Blener will not display subsurfed surface but only mesh cage.
  • Eye Icon in Modifier Panel turns display of modifier on and off
  • remove modifier by X symbol in Modifier Panel

Making Sharp Edges with Subsurf - video Jonathan Williamson

A 2.49 video tutorial, but works for this modeling tip

Add Loops and move them close to the edges: CTRL + R and slide in the edge

In the comments section you find more options:

By CTRL + R Loops, like in the video, adds more vertices, better control
By SHIFT + E Crease (Edge Special enu CTRL + E) less vertives, less control

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