# Subdividing is giving me tris that I can't make go away.

It occurs to me I may be shooting myself in the foot here, but here’s what I’m trying to do.

I’m trying to create the model of a star ship. In my story terms this is a destroyer class ship that is a prototype of a class of ships that have achieved stealth which in my mind would never be easy to do in space for a lot of reasons.

The basic form of the ship starts off as a scaled cube which I rotate forty five degrees along its longest axis. Here’s where the trouble begins.

I scale the “bottom” vertice upward so that the top of the ship is further apart from the centerline than the bottom. It’s a classic shape from Star Wars and many other classics. For a stealth ship that makes sense since odd angles are what you want to achieve low radar cross section for a lack of better way to avoid techy talk.

Then I go to the “front” of the ship, select the four corner vertices and merge them to the center. When I subsequently attempt to subdivide I get all sorts of tris which I didn’t want.

My first question: is there a better way to get that needle shape?

Second question: How to get the tris (or as many as possible) converted to quads?

To the goal of the second question I’ve tried doing knife cuts but this has made things worse as well as not so symmetrical.

Dont merge the front verts. Just scale them down so they come close to a point.
You create tris when you merge them and when you subd, you create smaller tris…

that actually gives me a design idea… thanks…

Not knowing details of where your pivot point settings, but one thing I was looking for in your description in the original post, and missed, was applying rotation (and scale, perhaps), using the CTRL-A key combination.

ns