Welcome to Anim8or!
There's two answers to this question, depending on what you need and how you plan to use the mesh. The first involves ‘smoothing’ the mesh, and the second involves ‘subdividing’ the mesh.
Smoothing:Smoothing divides each face of a mesh into four faces (assuming your mesh’s faces are all 4-sided) by bisecting each line with a vertex point, placing a new point in the middle of each face, and joining up the new points with lines. Importantly, this function changes the original mesh which will now have 4 times as many faces and will subsequently be bigger, from a data point of view, and potentially more difficult to animate later. This function includes a numeric setting; if its value is 1 each face will simply be divided into 4 with each new face aligned exactly to the original face. If its setting is 0 the new vertex points will be positioned based on (presumably) Bezier curves, resulting in an overall smoothing of the object. Settings above 1 can give some interesting results.
Try it out:
- Create a sphere object (under Shapes in the left side menu)
- Convert the sphere to a mesh (Build > Convert to Mesh)
- Smooth the sphere (Build > Smooth Object...). Enter 0 for an overall smoothing effect.
Subdividing:Subdividing is similar to smoothing, at least in appearance, however there is a critical difference. While smoothing changes the original mesh by adding points, lines and faces, subdividing doesn’t change the original mesh. Instead, it uses the original basic mesh to mathematically define a much finer mesh. When rendered, the original mesh is ignored, and the calculated fine mesh is rendered instead. The advantages of subdividing over smoothing are that the overall file size is not increased and, more importantly, the mesh is far simpler to manipulate and animate.
Imagine animating a mesh of a person's face to show expressions. If the actual mesh was very fine (eg. smoothed) you would need to individually animate a large number of vertex points which would be difficult, painstaking and may ultimately look unrealistic. With subdivision, your mesh can remain much coarser, and therefore be far simpler to animate, while your render remains smooth and organic in appearance.
Try it out:
- Create a sphere, the same as for smoothing
- Convert to subdivided (Build > Convert to Subdivided)
- Switch to point edit mode (the icon with three dots in the ‘Mode’ section of the left side menu) to see the original course mesh that is controlling the fine subdivision. Try moving some vertex points and switching back to object mode (the arrow icon under ‘Mode’) to see how the fine mesh is affected by the original mesh.
When defining a mesh that will ultimately be subdivided it is important to ensure that all faces have 4 sides. 3-sided faces and faces with more than 4 sides will subdivide strangely and may look odd in the final render. This is a fundamental aspect of 'organic modelling'.