How would you model a pyramid pattern?











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I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



What is the best way of achieving this look?



kettle model



kettle photograph










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    I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



    What is the best way of achieving this look?



    kettle model



    kettle photograph










    share|improve this question









    New contributor




    Andrew Lee is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.






















      up vote
      3
      down vote

      favorite









      up vote
      3
      down vote

      favorite











      I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



      What is the best way of achieving this look?



      kettle model



      kettle photograph










      share|improve this question









      New contributor




      Andrew Lee is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.



      What is the best way of achieving this look?



      kettle model



      kettle photograph







      modeling modifiers subdivision-surface






      share|improve this question









      New contributor




      Andrew Lee is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question









      New contributor




      Andrew Lee is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




      share|improve this question








      edited 4 hours ago









      Martin Z

      3,4131324




      3,4131324






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      asked 6 hours ago









      Andrew Lee

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          4 Answers
          4






          active

          oldest

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          up vote
          6
          down vote













          You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
          Pyramid Pattern






          share|improve this answer






























            up vote
            0
            down vote













            Edit mode:
            Enable face select

            Select a ring of faces by having cursor in between adjacent face



            enter image description here





            Separate by selection
            enter image description here





            Poke



            Object mode:
            Select new object



            Edit mode:

            Select all
            enter image description here



            < I > inset
            Select individual in tool properties



            enter image description here



            Scale
            Drag outward
            enter image description here



            Object mode:



            Parent new object to original



            Adjust settings / remove subsurf modifier on child object
            enter image description here






            share|improve this answer























            • This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
              – Martin Z
              4 hours ago










            • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
              – Lukasz-40sth
              4 hours ago












            • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
              – Martin Z
              4 hours ago


















            up vote
            0
            down vote













            The most direct method is to just use poke faces.



            If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






            share|improve this answer








            New contributor




            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.

























              up vote
              -1
              down vote













              Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






              share|improve this answer























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                4 Answers
                4






                active

                oldest

                votes








                4 Answers
                4






                active

                oldest

                votes









                active

                oldest

                votes






                active

                oldest

                votes








                up vote
                6
                down vote













                You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                Pyramid Pattern






                share|improve this answer



























                  up vote
                  6
                  down vote













                  You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                  Pyramid Pattern






                  share|improve this answer

























                    up vote
                    6
                    down vote










                    up vote
                    6
                    down vote









                    You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                    Pyramid Pattern






                    share|improve this answer














                    You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.
                    Pyramid Pattern







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited 3 hours ago

























                    answered 3 hours ago









                    Martin Z

                    3,4131324




                    3,4131324
























                        up vote
                        0
                        down vote













                        Edit mode:
                        Enable face select

                        Select a ring of faces by having cursor in between adjacent face



                        enter image description here





                        Separate by selection
                        enter image description here





                        Poke



                        Object mode:
                        Select new object



                        Edit mode:

                        Select all
                        enter image description here



                        < I > inset
                        Select individual in tool properties



                        enter image description here



                        Scale
                        Drag outward
                        enter image description here



                        Object mode:



                        Parent new object to original



                        Adjust settings / remove subsurf modifier on child object
                        enter image description here






                        share|improve this answer























                        • This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                          – Martin Z
                          4 hours ago










                        • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                          – Lukasz-40sth
                          4 hours ago












                        • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                          – Martin Z
                          4 hours ago















                        up vote
                        0
                        down vote













                        Edit mode:
                        Enable face select

                        Select a ring of faces by having cursor in between adjacent face



                        enter image description here





                        Separate by selection
                        enter image description here





                        Poke



                        Object mode:
                        Select new object



                        Edit mode:

                        Select all
                        enter image description here



                        < I > inset
                        Select individual in tool properties



                        enter image description here



                        Scale
                        Drag outward
                        enter image description here



                        Object mode:



                        Parent new object to original



                        Adjust settings / remove subsurf modifier on child object
                        enter image description here






                        share|improve this answer























                        • This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                          – Martin Z
                          4 hours ago










                        • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                          – Lukasz-40sth
                          4 hours ago












                        • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                          – Martin Z
                          4 hours ago













                        up vote
                        0
                        down vote










                        up vote
                        0
                        down vote









                        Edit mode:
                        Enable face select

                        Select a ring of faces by having cursor in between adjacent face



                        enter image description here





                        Separate by selection
                        enter image description here





                        Poke



                        Object mode:
                        Select new object



                        Edit mode:

                        Select all
                        enter image description here



                        < I > inset
                        Select individual in tool properties



                        enter image description here



                        Scale
                        Drag outward
                        enter image description here



                        Object mode:



                        Parent new object to original



                        Adjust settings / remove subsurf modifier on child object
                        enter image description here






                        share|improve this answer














                        Edit mode:
                        Enable face select

                        Select a ring of faces by having cursor in between adjacent face



                        enter image description here





                        Separate by selection
                        enter image description here





                        Poke



                        Object mode:
                        Select new object



                        Edit mode:

                        Select all
                        enter image description here



                        < I > inset
                        Select individual in tool properties



                        enter image description here



                        Scale
                        Drag outward
                        enter image description here



                        Object mode:



                        Parent new object to original



                        Adjust settings / remove subsurf modifier on child object
                        enter image description here







                        share|improve this answer














                        share|improve this answer



                        share|improve this answer








                        edited 2 hours ago

























                        answered 5 hours ago









                        Ratt

                        36628




                        36628












                        • This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                          – Martin Z
                          4 hours ago










                        • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                          – Lukasz-40sth
                          4 hours ago












                        • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                          – Martin Z
                          4 hours ago


















                        • This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                          – Martin Z
                          4 hours ago










                        • It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                          – Lukasz-40sth
                          4 hours ago












                        • You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                          – Martin Z
                          4 hours ago
















                        This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                        – Martin Z
                        4 hours ago




                        This answer does not seem to address the issue with Subdivision Surface modifier described in the question.
                        – Martin Z
                        4 hours ago












                        It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                        – Lukasz-40sth
                        4 hours ago






                        It does as separated pyramids are not gonna be smoothed with the rest. And that's what the guy wants. Can't you put two and two together? Now, kindly upvote me please.
                        – Lukasz-40sth
                        4 hours ago














                        You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                        – Martin Z
                        4 hours ago




                        You will have a surface full of holes then. The differences between subdivided and lower detail parts tend to be visible. That does not seem like a very good solution.
                        – Martin Z
                        4 hours ago










                        up vote
                        0
                        down vote













                        The most direct method is to just use poke faces.



                        If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






                        share|improve this answer








                        New contributor




                        Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                        Check out our Code of Conduct.






















                          up vote
                          0
                          down vote













                          The most direct method is to just use poke faces.



                          If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






                          share|improve this answer








                          New contributor




                          Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                          Check out our Code of Conduct.




















                            up vote
                            0
                            down vote










                            up vote
                            0
                            down vote









                            The most direct method is to just use poke faces.



                            If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.






                            share|improve this answer








                            New contributor




                            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.









                            The most direct method is to just use poke faces.



                            If they are not extruding much and you don't need a close-up shot, it might be a better idea to do it with a normal map.







                            share|improve this answer








                            New contributor




                            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.









                            share|improve this answer



                            share|improve this answer






                            New contributor




                            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.









                            answered 53 mins ago









                            Federico

                            101




                            101




                            New contributor




                            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.





                            New contributor





                            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.






                            Federico is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.






















                                up vote
                                -1
                                down vote













                                Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                                share|improve this answer



























                                  up vote
                                  -1
                                  down vote













                                  Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                                  share|improve this answer

























                                    up vote
                                    -1
                                    down vote










                                    up vote
                                    -1
                                    down vote









                                    Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).






                                    share|improve this answer














                                    Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).







                                    share|improve this answer














                                    share|improve this answer



                                    share|improve this answer








                                    edited 3 hours ago

























                                    answered 5 hours ago









                                    Lukasz-40sth

                                    445211




                                    445211






















                                        Andrew Lee is a new contributor. Be nice, and check out our Code of Conduct.










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                                        Andrew Lee is a new contributor. Be nice, and check out our Code of Conduct.













                                        Andrew Lee is a new contributor. Be nice, and check out our Code of Conduct.












                                        Andrew Lee is a new contributor. Be nice, and check out our Code of Conduct.
















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