Apply subsurf before curve modifier?

Hello everyone.

I have a problem with curve modifier. I already have set the curve as i want.

But the problem is when i apply as second
Blender say:Applied modifier was not first, result may not be as expected and yes it looks different.

But when i set the curve modifier as first the mesh is deformed and it looks wierd.

When i try to first aplly the curve and after add subsurf the result is same - wierd.

Only way which is work is when i aplly first subsurf and second the curve, but i dont want that because after that i cant work with the mesh when the subsurf is apllied.

How i can fix that?

Here is the blend file. CURVE MODIFIER.blend (872.4 KB)

Thank you.

You could delete the Subdivision, delete the thickness, and easily recreate it with much less vertices, at the end give it a Solidify

Thank you for info i know about this also, but still whats wrong with the curve modifier?
Some times is better to use curve.

the problem is that it applies the curve as if there were no subsurf, and as your topology is not good, it deforms this way, then comes the subsurf but the subsurf can’t correct a bad deformation.

Actually you could have done the shape without the curve but I kept it in case you had good reason to keep it

Ah thats the problem. Thank you for explain. im going to fix it right now.
Thank you for answer.

If it doesn’t need to be sub-d could you have done it this way?

HS_NO_CURVE MODIFIER.blend (784.4 KB)

Yeah this is also right, but i need to be a Sub-d :confused:

Man can you show me how u will do it without the curve?
Thank you.

Create this shape:

Bevel the angle:

Extrude along the normals with alt E:

4

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Thank you I’ll do it with this method for this mesh cause is not to complex.
Sure the curve is more flexible but this this good result.

Curve is a trick that can help in some situations. Also note that in the next Blender (2.91 I guess) you can bend your object with a sculpt tool, it will be helpful if you have a flat topology that you want to bend, but I think you will still need to create the bevel

You can also easily bend meshes in Edit Mode:

unnamed

1: Place 3D cursor at desired bend pivot position.
2: Select vertices to bend.
3: Place pointer at the outer end of the vertices to bend.
4: Press Shift + W to activate Bend (originally called Warp, hence the W shortcut).

:bulb: Hold Alt to make the bend affect the other side of the cursor as well.

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