I am new to blender but I have a doubt that id like to discuss on "subdivided, cube face,
center vertex translation view.
This is not so easy to explain but ill try my best.
Open blender, the cube should appear
Go into edit mode
Select the cube and subdivide it once
select a central vertex on any face of the cube
rotating the object I notice that two of the translated faces are different from the other
two. Four side symmetry is lost. Should look like a “Pyramid”.
Two “L” faces and two “” faces.
Experimenting with simplest cube mesh translations and subsurfing it looks like an
interface display problem and not mesh problem.
Doubt remains though and I would like to know if it is a design bug or a design decision
by programmers to opt for different display?
I ask because this does not happen in other 3d modelling programs. See Hexagon 2. The edges are drawn as a pyramid.
Is this a bug, a limit or decided by programmers to be like that?
Does this affect in anyway the ending mesh?
Is there a command to improve view? Like with wireframe wiew in object-mode?
Video: Blender 2.x subdivision vs Hexagon 2.x tesselation here