How to SUBDIVIDE a 3D model in Blender

Introduction

In this tutorial, you’ll learn how to subdivide a 3D model in Blender—a fundamental technique for adding intricate detail while preserving flexibility. Using non-destructive methods like the Subdivision Surface modifier, you can work on a low-poly base mesh and preview high-resolution results in real-time. This approach keeps your scene lightweight and lets you adjust subdivision levels at any stage of your workflow.

For a visual breakdown of this subject, you may find my video discussion helpful.




How to subdivide the faces of a 3D model in edit mode

We’ll begin with a default cube (8 vertices, 6 faces) as shown in Figure 1, which also displays the polygon count. To subdivide it:

  1. Enter Edit Mode (press Tab).
  2. Select all elements (A key).
  3. Right-click and choose Subdivide (see Figure 2).

Fig. 1: To make the subdivision of the Mesh we start from a standard cube with eight vertices.
Fig. 2: Clicking on the selected model displays a window that allows the subdivision of the mesh.

After subdividing, a configuration panel labeled Subdivide will appear in the bottom-left corner of the Viewport. Here, you can adjust parameters like Number of Cuts to control the density of new geometry.

Fig. 3: When applying the subdivision, a window for modifying the subdivision parameters appears in the lower left corner.

As shown in Figure 4, applying four subdivision cuts to the original cube significantly increases the vertex count, creating a denser mesh while maintaining the overall shape.

Fig. 4: The initial cube has been subdivided with four cuts.

A subdivision can also be made on a single face or a selected set of faces.

Fig. 5: Subdivision can be applied to a specific set of faces.
Fig. 6: The selected face has been subdivided.



Subdivisión con modificador Subdivision Surface

Another way to subdivide an object in Blender is by applying the “Subdivision Surface” modifier which not only subdivides the mesh but also executes a smoothing algorithm, to apply this modifier we select the object, go to the modifiers tab, click on “Add Modifier” and look for the “Subdivision Surface” modifier as shown in figure 7.

Fig. 7: The “Subdivision Surface” modifier also performs subdivisions on the Mesh.

EIn figures 8 and 9 we see the result of applying the subdivision with this modifier, the new faces appeared but also the cube had its corners rounded. When we use this modifier it is important to define the level of subdivision, a very high level could slow down the computer or even make it crashes.

An alternative to not slow down the computer is to use a level of detail while we are working and for rendering take a higher value, this with the “Level Viewport” and “Render” properties shown in Figure 8.

Fig. 8: The Subdivision Surface modifier, besides subdividing the mesh, smooths the polygons.
Fig. 9: The number of vertices in the model has increased due to the Subdivision Surface modifier.

As it is a modifier applied to the object, the subdivisions are procedural, i.e. the final 3D model is the result of the application of a computational algorithm that has as input the initial 3D model. If we enter the edit mode of the object we see that it is still a cube with 8 vertices.



Fig. 10: In edit mode the model remains an eight-vertex cube.

In figure 11 what I do is to press CTRL+R and add two cuts to the cube, then I scale these cuts to obtain the result of figure 12, notice the shape that the object took when doing this because it has applied the Subdivision Surface modifier that is now applied on the new faces.

Fig. 11: Two cuts are made on the cube model.
Fig. 12: When cutting the part and arranging the loops, the smoothing applied by the Subdivision Surface modifier can be seen.

In the properties of the Subdivision Surface modifier we can configure it so that it does not round the objects, simply add new geometry, for this we click on the “Simple” button shown in Figure 13. The cube in figure 14 seems to have 8 vertices at first glance but if we see the information of the polygons it tells us that it has 26.

Fig. 13: The Subdivision Surface modifier can be set in Simple mode.
Fig. 14: In this case no smoothing is done but we can see that the number of vertices of the model has increased.

Finally, if we want to keep the 3D model with the geometry subdivided to make modifications we can apply the modifier by clicking on the arrow above the single button in Figure 13 and put the option “Apply”, but be careful, once we apply the modifier and make several changes there will come a point where we can not go back by undoing changes. You should consider this carefully before applying a modifier and it may be useful to save a backup copy of the object with the modifier.



Exit mobile version
Secured By miniOrange