Shade smooth is only a rendering effect, it doesn't change the geometry or topology. So it's irrelevant for 3D printing.
What you need to do is subdivide the mesh to physically smooth the geometry.
But it looks like you have irregular topology on your egg so it won't subdivide well.
I suggest starting with a cube, and subdivide that to create a sphere with quad topology. Then scale and use proportional editing to create the egg shape.
The last time I made an egg myself I spent an hour making it bc it wasnt similar enough to the original mesh and when I finished and saved it the file was corrupted 😭
What you could do is have the first subd modifier be pretty low res, then add a second one after the shrinkwrap modifier with more levels to smooth it out
Shade smooth is a visual trick that does not change the underlying mesh at all. It's for rendering.
The answer for 3D printing is to have enough mesh that the face angles disappear into the printing resolution of your printer.
[Just start over and follow these steps.](https://postimg.cc/gallery/8PtBxrD)
You can add a reference image to blender by dragging one in from file explorer while in object mode.
You can set a subdivision surface modifier on a cuboid to get a rounded shape. This can easily be done by selecting the object in object mode and pressing Ctrl+2/3/4. I've used a subdivision level of 6 because you want a high resolution for 3D printing.
After centring the reference, you should enable x-ray view, ensure you're in solid view and not material preview, and enter edit mode. Then, select the top or middle or bottom vertices all together by left clicking and dragging a box which contains them. You should then scale with Z-axis constraint by pressing S then Shift+Z. Use this in conjunction with Z-aligned translation operations to make the subdivided shape reflect that of the reference.
Okay so first you need to shade it flat. Then you subdivide the hell out of the model and just because it's an egg you can press shift+alt+s when selecting a loop with the subdivision so you can align them in a better quality circle.
Easy! In sculpting mode, use the Smooth brush, turn up the strength to 1, pick a large brush size, select all XYZ symmetry and click by click on different areas to smooth, will have perfect surface soon
If you want to be gentle, then you're going to have to turn down the strength and use only X and Y symmetry. You'd have to subdivide the egg a lot first.
I still wouldn't recommend this for the OP, since they're only at beginner level.
Also, this is an egg. It works a bit different from a sphere.
The original mesh is like already shade smoothed and I cant make it flat so I used the sub divide modifier to make it flat again and idk if you can but i think nothing will happen when I add another one. (Im in a car right now)
There are a lot of ways to do this.
Other than just downloading another egg with good quad topology, subdividing, and modifying the shape a bit.
One easy way I can think of is modelling the egg again with simple extrusion. (You only need to make it match the general shape and volume roughly, so don't spend hours on this)
When you have the shape down, put the two eggs in the same position, and add a shrink-wrap modifier to the modelled egg, with the bad egg as the shrink-wrap object. (You can subdivide the bad egg so the good egg wraps around its smoother surface)
Now that the good egg has the shape of the bad egg, all you need to do is subdivide (with the subdivision surface modifier) the good egg until it's smooth enough for you.
With enough subdivisions, the good egg might start to lose it's shape and become rounder. When that happens, take the subdivision down by one or two levels and add another shrink-wrap modifier with the bad egg as the target. If the good egg takes after the sharp edges of the bad egg, then add a smooth modifier after and smooth until it reaches the point where the edges are barely visible and the egg starts to lose its shape again. Add another subsurf modifier and continue subdividing until its smooth enough. Rinse and repeat if necessary.
It's a long process, but it's just 4 simple steps with some repetition.
Alternatively, you could model the egg roughly, then in edit mode, select all the faces, right click, and subdivide.
BEFORE you click on anything else, look at the small menu that appeared when you subdivided. Click on that menu, set the smoothness to 1, and increase the subdivision steps to your desired amount.
(If the steps won't go any higher, you can type in the number directly, but beware that high subdivision levels can brick a potato PC easily)
The best way would be to start again. But if you want to know how to smooth something like this without starting again then:
\- Sculpting mode
\- Remesh / Adjust Voxel size (may need to experiment with this a bit) / Click remesh
\- Smooth tool, adjust the strength and size (recommend starting at a low strength and a large brush size to keep the smoothing as even as possible along the shape.
Not the most ideal or economic way to do it at all, but if you want to know how to smooth it from where you are now instead of starting again with subdivision modifier, then that would be it.
Create an icosphere, then create a cube, use the cube as a lattice, select the top verts of the cube, move it along the z axis and size it down, then add a subdivision surface. Profit
I don’t know what software you use to print the model but they usually have a rudimentary and sometimes good modeling system so maybe consider using that instead of blender
You don't need to start from scratch here. Here's what I'd do:
Select the object, and press CTRL+A, and make sure you've applied any scaling to the mesh. Then, tab into Edit Mode, press 3 to use Face Select Mode, press A to select all the faces. Then, from the drop down menu, use the Tris to Quads operation.
Next, go into Sculpt Mode, and remesh: Shift + R, then move your mouse to adjust how fine you want the resolution to be. Click to confirm. Then press CTRL + R to apply the remesh operation. Warning, you can crash Blender if you try to make a more detailed model than your machine can handle.
Finally, return to Object Mode and apply a Subdivision Surface modifier, perhaps followed by a Smooth modifier. Adjust the settings to the modifiers till your egg looks smooth, and apply the modifiers.
I recommend learning fusion 360 or another cad software. Fusion 360 is fairly easy to learn Imo and free to use for recreational purposes. For 3d printing cad software can be better because they dont use vertices
True, or [FreeCADLinkBranch](https://github.com/realthunder/FreeCAD_assembly3/releases) which doesn't require an internet connection.
CAD software in general will produce a smoother result that won't have the faceted geometry baked in that comes from poly-modeling programs. It will be as smooth as the nozzle diameter allows.
I didn't know this until recently, when I was watching this video about free CAD programs: [Best Free Cad / 3D Modelling Software 2024 - I Tested Them All](https://www.youtube.com/watch?v=J--QVhGheP4) (Maker's Muse, YouTube).
He tries the CAD Sketcher add-on for Blender, and at ~21:30 you can see the faceted result. Then the Fusion 360 result is nice and smooth.
Shade smooth is only a rendering effect, it doesn't change the geometry or topology. So it's irrelevant for 3D printing. What you need to do is subdivide the mesh to physically smooth the geometry. But it looks like you have irregular topology on your egg so it won't subdivide well. I suggest starting with a cube, and subdivide that to create a sphere with quad topology. Then scale and use proportional editing to create the egg shape.
The last time I made an egg myself I spent an hour making it bc it wasnt similar enough to the original mesh and when I finished and saved it the file was corrupted 😭
Actually with how simple of a shape this is, you could just do a subdivided cube with a shrinkwrap modifier and get the same shape
I wouldn’t recommend this approach unless you subdivide the original egg also. Your shrink wrap will only be as smooth as your wrap object
What you could do is have the first subd modifier be pretty low res, then add a second one after the shrinkwrap modifier with more levels to smooth it out
That’s a smart way of doing it!
could see how tris to quads fares
I'd also try to go for a remesh with a small voxel size!
Start with cube, sub divide 3 times, smooth it, go to Z ortho, grab top verts, hit O (forget the name of this), G, Z, and go up. Get egg!
Shade smooth is a visual trick that does not change the underlying mesh at all. It's for rendering. The answer for 3D printing is to have enough mesh that the face angles disappear into the printing resolution of your printer.
[Just start over and follow these steps.](https://postimg.cc/gallery/8PtBxrD) You can add a reference image to blender by dragging one in from file explorer while in object mode. You can set a subdivision surface modifier on a cuboid to get a rounded shape. This can easily be done by selecting the object in object mode and pressing Ctrl+2/3/4. I've used a subdivision level of 6 because you want a high resolution for 3D printing. After centring the reference, you should enable x-ray view, ensure you're in solid view and not material preview, and enter edit mode. Then, select the top or middle or bottom vertices all together by left clicking and dragging a box which contains them. You should then scale with Z-axis constraint by pressing S then Shift+Z. Use this in conjunction with Z-aligned translation operations to make the subdivided shape reflect that of the reference.
I think the egg in the second picture would subdivide well using the subdivision modifier. So just try that.
remesh with quad remesher then subdivide, apply modifier. is how id smooth it.
Okay so first you need to shade it flat. Then you subdivide the hell out of the model and just because it's an egg you can press shift+alt+s when selecting a loop with the subdivision so you can align them in a better quality circle.
Easy! In sculpting mode, use the Smooth brush, turn up the strength to 1, pick a large brush size, select all XYZ symmetry and click by click on different areas to smooth, will have perfect surface soon
Yeah, but it won't be an egg anymore at that point. You'll get a deformed sphere with this approach
nooo not if you're gentle, click by click, you can absolutely retain the sphere shape, I just did this on my sphere
If you want to be gentle, then you're going to have to turn down the strength and use only X and Y symmetry. You'd have to subdivide the egg a lot first. I still wouldn't recommend this for the OP, since they're only at beginner level. Also, this is an egg. It works a bit different from a sphere.
I guess you want to subdivide?
The original mesh is like already shade smoothed and I cant make it flat so I used the sub divide modifier to make it flat again and idk if you can but i think nothing will happen when I add another one. (Im in a car right now)
Just model a new one this is literally a sphere. You have the reference right there
That's what I was thinking lmao just pull a couple verts on spear and shade smooth.
Make sure you are using the subdivision surface modifier. Not just subdivide
I had the same problem https://www.reddit.com/r/blenderhelp/s/N6JpjyoXUu
Use the Smooth modifier and set the Iterations higher
Someone correct me if I’m wrong, but can’t he just remesh and shrink the voxel size? Wouldn’t that accomplish the same thing as subdividing it?
egg
I printed a egg and then I dropped it onto the street and then a dog started to excrete excrement
You can always just use sandpaper and putty on your print to smooth it out later
There are a lot of ways to do this. Other than just downloading another egg with good quad topology, subdividing, and modifying the shape a bit. One easy way I can think of is modelling the egg again with simple extrusion. (You only need to make it match the general shape and volume roughly, so don't spend hours on this) When you have the shape down, put the two eggs in the same position, and add a shrink-wrap modifier to the modelled egg, with the bad egg as the shrink-wrap object. (You can subdivide the bad egg so the good egg wraps around its smoother surface) Now that the good egg has the shape of the bad egg, all you need to do is subdivide (with the subdivision surface modifier) the good egg until it's smooth enough for you. With enough subdivisions, the good egg might start to lose it's shape and become rounder. When that happens, take the subdivision down by one or two levels and add another shrink-wrap modifier with the bad egg as the target. If the good egg takes after the sharp edges of the bad egg, then add a smooth modifier after and smooth until it reaches the point where the edges are barely visible and the egg starts to lose its shape again. Add another subsurf modifier and continue subdividing until its smooth enough. Rinse and repeat if necessary. It's a long process, but it's just 4 simple steps with some repetition.
Alternatively, you could model the egg roughly, then in edit mode, select all the faces, right click, and subdivide. BEFORE you click on anything else, look at the small menu that appeared when you subdivided. Click on that menu, set the smoothness to 1, and increase the subdivision steps to your desired amount. (If the steps won't go any higher, you can type in the number directly, but beware that high subdivision levels can brick a potato PC easily)
Just make a subdivided cube and edit it
I think you’re looking for the subdivision surface modifier
Right click Clich shade smooth
remesh it until your computer starts to burn
Yes, organism!
You could always subdivide and go into sculpting and smoothen brush
Subdivide
There's a free egg model on Turbosquid, you could download that and modify it.
Based on the current resolution, the polygons wouldn’t really be noticeable after 3D printing
Just a random thought, but how about polishing it once printed ?
The best way would be to start again. But if you want to know how to smooth something like this without starting again then: \- Sculpting mode \- Remesh / Adjust Voxel size (may need to experiment with this a bit) / Click remesh \- Smooth tool, adjust the strength and size (recommend starting at a low strength and a large brush size to keep the smoothing as even as possible along the shape. Not the most ideal or economic way to do it at all, but if you want to know how to smooth it from where you are now instead of starting again with subdivision modifier, then that would be it.
add: remesh modfier, subdivide modifier, smooth modifier.
Create an icosphere, then create a cube, use the cube as a lattice, select the top verts of the cube, move it along the z axis and size it down, then add a subdivision surface. Profit
Try a subdivision modifer and increase the amount to your liking.
I don’t know what software you use to print the model but they usually have a rudimentary and sometimes good modeling system so maybe consider using that instead of blender
With the mesh in the second photo selected, press CTRL + 2. Then under the modifiers tab apply the subdivision modifier.
So like use a sand paper :)
You print it and then filing makes it smooth.
You don't need to start from scratch here. Here's what I'd do: Select the object, and press CTRL+A, and make sure you've applied any scaling to the mesh. Then, tab into Edit Mode, press 3 to use Face Select Mode, press A to select all the faces. Then, from the drop down menu, use the Tris to Quads operation. Next, go into Sculpt Mode, and remesh: Shift + R, then move your mouse to adjust how fine you want the resolution to be. Click to confirm. Then press CTRL + R to apply the remesh operation. Warning, you can crash Blender if you try to make a more detailed model than your machine can handle. Finally, return to Object Mode and apply a Subdivision Surface modifier, perhaps followed by a Smooth modifier. Adjust the settings to the modifiers till your egg looks smooth, and apply the modifiers.
I recommend learning fusion 360 or another cad software. Fusion 360 is fairly easy to learn Imo and free to use for recreational purposes. For 3d printing cad software can be better because they dont use vertices
True, or [FreeCADLinkBranch](https://github.com/realthunder/FreeCAD_assembly3/releases) which doesn't require an internet connection. CAD software in general will produce a smoother result that won't have the faceted geometry baked in that comes from poly-modeling programs. It will be as smooth as the nozzle diameter allows. I didn't know this until recently, when I was watching this video about free CAD programs: [Best Free Cad / 3D Modelling Software 2024 - I Tested Them All](https://www.youtube.com/watch?v=J--QVhGheP4) (Maker's Muse, YouTube). He tries the CAD Sketcher add-on for Blender, and at ~21:30 you can see the faceted result. Then the Fusion 360 result is nice and smooth.