Ugly subdividing. Wrong workflow or I just need N-Gons?

Hi all,

I’m complete noob in 3d modeling. I use blender 2.44.

I need to create good subdivided plain surface of irregular form for further
sculpting. May be I’m missing something but I can’t do it
with Blender.

Here what I’m doing

  1. I made Bezier contour and then clicked CTRL+C to convert
    Curve to Mesh. I’ve got the mesh with VERY long horizontal triangels.
    At some places triangles gathered into something very tight.
    How to make vertical subdividing?

  2. I made several attempts to subdivide it automatically but with no luck.
    I’m getting HUGE number of long thin horizontal triangels.
    And they look unproporsional.

  3. I tried subdivide mesh with misc Knife functions, and after that I made
    some multiple subdivde. I’ve managed to get better results but it’s still awfull.

  4. I switched to Sculpt and try to apply Draw brush or any others.
    At some places where subdivision was done incorrectly (too much long horisontal
    triangles) I’ve got these triangles over the surface of mesh.

  5. I also tried to remove double, convert to quards and simplify mesh
    and then subdividing but with no luck.

What I’m doing wrong? What is the best way to subdivide a mesh of
irregular form ?

Do I need a 3d modeling program with N-Gons support ?



Start with a mesh, a plane, and subdivide it with the menu found by pressing “w”. After is it sufficiently subdivided enough times, scale the whole thing up to fill the main body of area you want.
Turn on proportional edit by hitting the “O” key, and select a single vert - move it with G key, and constrain to particular axis by then pressing the axis you want it to move on. you should be then able to create a smooth, irregular mesh surface. By adding a subsurf modifier, you will get a smooth output, and you can select all the mesh verts and choose ‘set smooth’ from the “w” menu again.
Using curves can be messy with making something that is that complicated, but curves can be a very useful tool in other instances, say like adding a tapered object or multiple curving tubes,etc.

hi, converting curves to meshes can generate quite a lot of geometry If you are not carefull.

Generally curves are not used for meshes, for example I use curves fo tapering , beveling, and paths, dupliframes … For complex meshes its better to use boxmodelling or poly by poly controlling the geometry this way… You can try to match the object you want with a good reference, use curves only for things that deform along a path like tubes or are simple 2d extrusions like a 2d logo…

I appreciate your help. Thank you, guys!

Although it’s not very fast process, but it works!

I added one more step here. After subdividing a plain
I’ve selected needed figure with mouse. I.e. I just cut a figure
I needed with the mouse from subdivided plain.
SHFT+D selected and then created mesh surface moving countour
vertices with and w/o proportional tool. That saved me a lot of time, I think.

Thank you,