All right let's take a look at another modifier that we have which is called a subdivision surface modifier
which is very useful for our animations and for our models and it's used quite a bit actually it's one
of the most used modifiers use.
So let's take a look at what it does and how it can help us selecting our handle what's going to front
view.
And you could see that our handle is pretty blocky looking so it looks not as smooth as we would want
it to look even if we were to go here and hit smooth shading in our panel.
You can see that still looks pretty blocky.
So how do we fix that and smooth it out.
Well we could have had tab go into edit mode and hit w subdivide and add in a lot of geometry and move
it around and smooth it out.
But again like I said we want the least amount of geometry and vertices that give us the result that
we want for several different reasons.
Because it's cleaner because it takes less render time.
And also if we ever need to make changes to our mesh or to model it's much easier to be able to just
grab say four of four edge loops and scale them up or whatnot.
Whereas if we had a lot of geometry we're going to have a ton of geometry to add it every time we want
to make a change.
So how do we add geometry without actually adding it.
Well let's take a look at that.
And the way we do that is by adding a subdivision surface modifier.
So let's go over here to the modifiers tab with our handle selected click add modifier and click on
subdivision surface.
Now you see right away that it's actually subdivided the mesh.
And basically if we hit Z to go into wireframe you can see that what it's done is it's subdivided at
one time and it's smoothed it out.
So basically with a subdivision surface my fire does is if I delete it it's as if it does a subdivision
but it's subdivides and smooths it out not as much but it subdivides it and smooth it out.
But what it does is it actually doesn't apply it to the mesh.
So if I go back here to the modifiers click on subdivision surface once again you can see that if I
hit tab to go into edit mode we still have the original amount of vertices that we had.
But if I had Z to go into wireframe you could see that subdivided.
And if I bump up the level here you can see that subdivides it once more.
And this is really cool because again if we go out and hit tab to go into edit mode we still have the
same amount of verses and faces to be able to tweak and move our mesh.
So the more levels the more subdivision and the smoother it will be.
But the longer render time it will take you could have zero levels so this is how it originally is.
And one two and three you could see every time we bump up the level it adds more geometry to the mesh.
Now the subdivision surface works underneath our actual Masch as you can see this never changes but
the base Smersh or the mesh underneath our transform box that we have here or adding to our our editing
box Scuse me is actually subdivided.
So that's really cool.
And the view is obviously the view of subdivisions that we have here the render is how many subdivisions
will be in your final render over here.
Optimal display.
If I hit three and go into wireframe by hitting z you can see that if I hit optimal display it will
display just the mesh with the original amount of vertices.
And this could be useful if you have a lot of things are subdivided which are have a subdivision surface
when you hit Z to go into wireframe and might get a little cluttered with the view.
So you could always put optimal display.
So that is subdivisions surface modifier.
It's really really cool.
And right now it's using that catcall Clark subdividing method.
There's also the simple method which is basically subdivides and smooth.
In a different kind of way.
But that actually looks pretty cool right there.
And in fact.
But for the most part use this one for a lot of different things you know humans a lot of organic objects
that have a flow or smooth smoothness to them you would use a subdivision surface modifier even things
such as boxes and things that you would not think would use them uses them.
So right here again you could have the simple one or the other one gives you two different kinds of
results as you can tell.
And for now I actually like the simple one but I want to show you a couple of things with this one that
is very useful to know because you're going to be using it a lot in the near future.
So if we go back to this one you can see that right here it's kind of smoothed out and it doesn't have
that crease anymore and it's not as strong and prominent.
These these these ridges and here in our sword so to get them more prominent You can see that when it's
subdivides it basically adds in geometry in-between each of the points of the vertices.
You can see right here it's added geometry.
So if we add in a loop cut control are an add in a loop cut right here.
It will add geometry between this one and between the one we just added.
But if we bring it closer to the original one you can see that the geometry will be more condensed because
now it's adding geometry from here to right here.
So it's more condensed.
And if I actually hit tab and Z to zoom in to go to wireframe and zoom in here with my delete key on
my numpad you can see as I said there is a more condensed edge loops or subdivision happening from here
to this one.
So it adds in more of a what you call a a ridge.
It makes it sharper.
Basically it sharpens the edge loop and sharpens the edge out.
So let's go ahead and actually do this for here as well.
Now if we had control our left click and then bring it up you can see it will sharpen out that edge
as well.
So we have a much sharper edge because the calculation of subdivision from here to here is much more
condensed.
So there's a lot more edge loops here making it sharper from here to here.
There's much more space so it's smoothed out and spread out more and you could see that if you prezzie
you have much more subdivisions there.
So let's go ahead and do that for the bottom as well.
And one thing you don't want to do.
You don't want to bring it completely on top of the other loop.
You want to bring it just next to it.
So right here you could see that it's right next to it and if you want to edge slide once again that's
g once and then G once again.
And you could actually edge edge slide it closer but never put it right on top of the other one.
That is not good.
Put it right next to it.
Take control are and do the same thing with this one over here hitting G twice to edge slide it up and
now you can see that it's sharpened out our edges it sharpened out are basically the protrusion that
we had here.
So that is pretty pretty cool.
Now I'm going to get one to go into front view and five to go into orthographic view and I'm actually
on this object right here.
I'm going to hit all right click select these two and scale this up a little bit and slide these as
well.
I'm going to scale it up a little bit.
And bring it up scale it back down make it more spherical so that it looks more like a sphere.
And scale this one up a Llobet.
All right.
And we could even bring this up.
So now we have that in there.
Let's go ahead and do that for these two over here.
Just quickly.
So once you get the hang of it it's very fast control are at in a loop cut bring it in control are and
then control are right here and right here so it can be done as fast as that.
Now let's take a look at a different way of doing it here.
Let's take control our scroll it up to two left click and then right click to put it in the center s
and Z to scale it up along the Z-axis and you only want to do this if it's going along the axis.
And you know that it is otherwise you want to edge slide it by hitting G and then G once again and it
will edge slide it because if your mesh is not going along a particular axis it will still slide it
along that face loop or along that edge loop that it should.
All right so that is a subdivision surface modifier.
Pretty cool.
And it adds great results.
Let's actually add in a loop cuts down here as well to sharpen out the sedge.
And there we go.
And maybe this one too.
All right.
Awesome.
So that is the handle of our sword.
And once again that's a subdivision surface modifier.
If we had simple Now you could see that it's not as nice because we added in a lot more geometry which
mainly works with this version of subdivision surface but 99 percent of the time you're going to be
using this kind of subdivision surface because it gives a much better smoother looking result.
All right.
That's a subdivision surface.
Let's finish up our sword here in the next tutorial.
All right.
Ladies and gentleman.
So I like this one because I went to Utah this past weekend the Zion National Park.
And just looking at the stars up at night you could see the Milky Way and everything was absolutely
amazing.
So that's what inspired this quote or poem.
Abundance is all around you.
It's foolish to think that there's only a select few.
And to believe in this is most likely not true.
Because remember it's only your current point of view.
So shift your focus around and you'll see that this world is as abundant as can be.
I ladies and gentlemen we live in a world of abundance.
Get out there get your share and spread it with everyone else.
All right.
Take care.
Appreciate you guys.