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How can I smooth the top side of this ring?


Cutting a mesh in halfSmooth Shading on specifically-oriented edgesHow to bend one side of a planar mesh fade the bending effect towards the other sidehow can i best bend/curve a mesh or fix this glitchy looking bend?How to trim the jagged edges off of this solidHow can I apply a modifier to selection only?How to make smooth edge of box with materials?Why are there gaps in my object?Branching and swirling mesh on a ringMy imported .obj acts like it has a subsurf modifier applied






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








2












$begingroup$


I want to smooth the top side of this ring:



enter image description hereenter image description here



This is how it looks like after rendering:
enter image description here



The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.



I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R to make cuts but it doesn't work.



The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier



My question is how can I smooth just the top side of the ring without the edges?










share|improve this question











$endgroup$











  • $begingroup$
    Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
    $endgroup$
    – gtzkw
    Jun 30 at 13:03










  • $begingroup$
    @gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
    $endgroup$
    – Macit
    Jun 30 at 13:26






  • 1




    $begingroup$
    By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
    $endgroup$
    – gtzkw
    Jun 30 at 16:22

















2












$begingroup$


I want to smooth the top side of this ring:



enter image description hereenter image description here



This is how it looks like after rendering:
enter image description here



The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.



I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R to make cuts but it doesn't work.



The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier



My question is how can I smooth just the top side of the ring without the edges?










share|improve this question











$endgroup$











  • $begingroup$
    Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
    $endgroup$
    – gtzkw
    Jun 30 at 13:03










  • $begingroup$
    @gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
    $endgroup$
    – Macit
    Jun 30 at 13:26






  • 1




    $begingroup$
    By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
    $endgroup$
    – gtzkw
    Jun 30 at 16:22













2












2








2





$begingroup$


I want to smooth the top side of this ring:



enter image description hereenter image description here



This is how it looks like after rendering:
enter image description here



The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.



I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R to make cuts but it doesn't work.



The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier



My question is how can I smooth just the top side of the ring without the edges?










share|improve this question











$endgroup$




I want to smooth the top side of this ring:



enter image description hereenter image description here



This is how it looks like after rendering:
enter image description here



The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.



I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R to make cuts but it doesn't work.



The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier



My question is how can I smooth just the top side of the ring without the edges?







modeling






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Jun 30 at 12:57







Macit

















asked Jun 30 at 12:35









MacitMacit

1205 bronze badges




1205 bronze badges











  • $begingroup$
    Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
    $endgroup$
    – gtzkw
    Jun 30 at 13:03










  • $begingroup$
    @gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
    $endgroup$
    – Macit
    Jun 30 at 13:26






  • 1




    $begingroup$
    By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
    $endgroup$
    – gtzkw
    Jun 30 at 16:22
















  • $begingroup$
    Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
    $endgroup$
    – gtzkw
    Jun 30 at 13:03










  • $begingroup$
    @gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
    $endgroup$
    – Macit
    Jun 30 at 13:26






  • 1




    $begingroup$
    By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
    $endgroup$
    – gtzkw
    Jun 30 at 16:22















$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03




$begingroup$
Sounds like you may have duplicate vertices, so remove them first. Then you can either subdivide, bevel and/or select smooth shading for the selected faces.
$endgroup$
– gtzkw
Jun 30 at 13:03












$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26




$begingroup$
@gtzkw I have already removed duplicates but subdivide still didn't work for most of the selected faces. I have tried smooth shading for the selected faces but it makes the face unrealistically smooth. Can I control how much smooth the selected faces should be?
$endgroup$
– Macit
Jun 30 at 13:26




1




1




$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22




$begingroup$
By the looks of it the topology is really bad, ngons and possibly disconnected face, which is why subsurf doesn't work. For the other part see @moonboots answer.
$endgroup$
– gtzkw
Jun 30 at 16:22










1 Answer
1






active

oldest

votes


















4












$begingroup$

I guess you have these 2 solutions:



  • Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.

enter image description here



  • Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.

enter image description here






share|improve this answer











$endgroup$












  • $begingroup$
    Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
    $endgroup$
    – Macit
    Jun 30 at 16:24






  • 1




    $begingroup$
    if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
    $endgroup$
    – moonboots
    Jun 30 at 16:32






  • 1




    $begingroup$
    I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
    $endgroup$
    – moonboots
    Jun 30 at 16:33










  • $begingroup$
    that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
    $endgroup$
    – moonboots
    Jun 30 at 16:46














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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









4












$begingroup$

I guess you have these 2 solutions:



  • Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.

enter image description here



  • Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.

enter image description here






share|improve this answer











$endgroup$












  • $begingroup$
    Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
    $endgroup$
    – Macit
    Jun 30 at 16:24






  • 1




    $begingroup$
    if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
    $endgroup$
    – moonboots
    Jun 30 at 16:32






  • 1




    $begingroup$
    I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
    $endgroup$
    – moonboots
    Jun 30 at 16:33










  • $begingroup$
    that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
    $endgroup$
    – moonboots
    Jun 30 at 16:46
















4












$begingroup$

I guess you have these 2 solutions:



  • Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.

enter image description here



  • Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.

enter image description here






share|improve this answer











$endgroup$












  • $begingroup$
    Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
    $endgroup$
    – Macit
    Jun 30 at 16:24






  • 1




    $begingroup$
    if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
    $endgroup$
    – moonboots
    Jun 30 at 16:32






  • 1




    $begingroup$
    I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
    $endgroup$
    – moonboots
    Jun 30 at 16:33










  • $begingroup$
    that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
    $endgroup$
    – moonboots
    Jun 30 at 16:46














4












4








4





$begingroup$

I guess you have these 2 solutions:



  • Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.

enter image description here



  • Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.

enter image description here






share|improve this answer











$endgroup$



I guess you have these 2 solutions:



  • Smooth your object in the Tools panel, and in the Properties panel > Data > Normals, enable Auto-Smooth, set the value under which the angles smooth.

enter image description here



  • Create a bevel all along the angles, thin enough to keep them sharp, it may need a bit of knife work if you have triangles or ngons. After that, smooth your object in the Tools panel, and give it a Subdivision Surface modifier. If you're supposed to 3D print the object, I guess you just need to apply the Subsurf.

enter image description here







share|improve this answer














share|improve this answer



share|improve this answer








edited Jun 30 at 14:21

























answered Jun 30 at 14:16









moonbootsmoonboots

18.1k2 gold badges14 silver badges32 bronze badges




18.1k2 gold badges14 silver badges32 bronze badges











  • $begingroup$
    Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
    $endgroup$
    – Macit
    Jun 30 at 16:24






  • 1




    $begingroup$
    if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
    $endgroup$
    – moonboots
    Jun 30 at 16:32






  • 1




    $begingroup$
    I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
    $endgroup$
    – moonboots
    Jun 30 at 16:33










  • $begingroup$
    that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
    $endgroup$
    – moonboots
    Jun 30 at 16:46

















  • $begingroup$
    Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
    $endgroup$
    – Macit
    Jun 30 at 16:24






  • 1




    $begingroup$
    if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
    $endgroup$
    – moonboots
    Jun 30 at 16:32






  • 1




    $begingroup$
    I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
    $endgroup$
    – moonboots
    Jun 30 at 16:33










  • $begingroup$
    that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
    $endgroup$
    – moonboots
    Jun 30 at 16:46
















$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24




$begingroup$
Thank you the first option worked for me. Do you know how can I make the selection (top of the ring) in an easier way. I have made the selection manually using the Circle tool.
$endgroup$
– Macit
Jun 30 at 16:24




1




1




$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32




$begingroup$
if your topology was good you could do it with a simple edge loop select (alt + left-click), but as the series of faces on the top are not always quads (I see some triangles and ngons) edge loop select can't work properly, so I'm not sure there's any easy solution, except fixing this and making only quads on the top. A trick that could help though: once you've selected all these faces, you can create a vertex group so that next time you don't have to reselect them manually.
$endgroup$
– moonboots
Jun 30 at 16:32




1




1




$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33




$begingroup$
I'm sure there was a way to make a good topology from the start but I guess it's another topic ;)
$endgroup$
– moonboots
Jun 30 at 16:33












$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46





$begingroup$
that said you could try to select one of the top faces, and press shift G (Select Similar) > Normals, then play with the parameter (threshold), it might work to a certain extent
$endgroup$
– moonboots
Jun 30 at 16:46


















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