Subdivision tears and cleaning up edges I would really appreciate some advice about cleaning up edges. I feel that when you start adding more complexity to a model and use edge loops it can get really complicated so I want to be able to close the edge loop without wrapping it around the entire object.

In image 1 I created a cube subdivided it, bevelled the edges. Then I selected only the top row of faces (used shift-H to isolate) and extruded over and over to create the hollow edge. I used loop cut to clean up. I can see I have edges that should be closed and are not but the render and surface looks good.

In image 2 I used the same method on the side of the cube at the bottom but now I run into big trouble with lots of tears. In image 3 you can see all of the edge loops that are not closed up.

In image 4 you can see that I added a few edges and it resolved the issue but I am pretty sure I will not go to modelling heaven for the way I cleaned it up.

Here is a link to the file I am using.

If anyone can point me in the direction of cleaning up edges or the rules I would be very appreciative or if you could show me how to clean up the edges. This cube is just me practising and not needed for anything.

Image 1


Image 2


Image 3


Image 4
Check your topology. You have N-gons and triangles. Stick to rectangles so the subdivision can work properly. Use MatCap's for a better view of lightning around the edges when adding new loop cuts so you dont have to go to modeling hell.

I have fixed your cube for you. I'm still using Blender 2.79 so you can import the fbx from here: https://drive.google.com/file/d/1_hVeMLHYu2jdWg9_t7FFv98-NyJLxZTO/view?usp=sharing