Subsurface Modifier Issue

Hi all!

Trying to model a simple neuron synapse and I cant for the life of me figure out why subsurf is adding a crease and all around messing up what seems to be a ‘perfect’ starting model.

Here’s the ‘before’ picture

Here’s the ‘after’ picture

I basically start out with a bezier circle, put it to basically the shape I want. Convert that into a mesh and then trim any edges on the other side of my axial axis (z-axis in my case since I’m orienting the object vertically).

I then add an edge connecting the (0,0,0) point with the (0,0,z) point to create a half-cross-section of the neuron. I then spin this around the z axis and get the ‘before’ picture, which looks fine. When i add the subsurf it makes it into the after picture, namely by adding a hole at the ‘top’ and also creasing one side of the model. Any help?

The mesh has double vertices on that crease. Go into edit mode, select all vertices, press W and select Remove doubles.

Some other things I notice:

  • the subsurf modifier has render levels set to 6. This is overkill. If it doesn’t look smooth with level 2 or 3 then the mesh should be changed
  • the amount of edge loops in the model on it’s Z-axis is also overkill. To make it look smooth you can easily do with 10-20% of that amount

Yes. I agree. That model is way too many polys.

I would just draw out simple profile edges with with the mouse, spin that so there are eight sides like you have. A subsurf of about 3 should do it.

Ahh, W+remove doubles took care of the crease, thanks!

I’m still seeing the hole in the center of the top face. Hopefully I’ll be able to figure out why it’s doing that on my own.

yeah, 6 definitely seemed like it was overkill. Shouldn’t take computational power for granted. I knocked it down a few (to 3)

As for the edge loops along z-axis, that’s what it does after I convert the bezier to a mesh. How do I reduce that without manually going in and deleting vertices and then reconnecting them? I can’t seem to do a spin with just the bezier so I assumed that the z-axis mesh resolution was out of my control.

Thanks for the help!

As for the edge loops along z-axis, that’s what it does after I convert the bezier to a mesh. How do I reduce that without manually going in and deleting vertices and then reconnecting them? I can’t seem to do a spin with just the bezier so I assumed that the z-axis mesh resolution was out of my control.

Under the Curve and Surface tab lower the DefResolU before converting to a mesh. Hopefully this should do the trick