Subdivision respecting adjacent edges I have this set of meshes that i use to generate my levels with.
Now, I have used a subdivision script in runtime with unity, but that is quite heavy.
I was thinking about doing the subdivision in Blender, but if I do it per mesh, the final mesh will end up looking full of holes.
Is there anyway I can subdivide the meshes here, keeping the corners of the mesh where they are?
You can mark edge creases to control the subdivision's interpolation: select an edge, press SHIFT + E, then drag your mouse and left-click to confirm.