A quick and easy way to add more subdivisions to an object in Blender is by using a keyboard shortcut which applies a Subdivision Surface modifier.
Quick Subdivision Shortcut
To quickly add a Subdivision Surface modifier and thus more subdivisions to your selected object(s), use the Ctrl
key combined with a number key.
- Select the object(s) you want to subdivide.
- Press
Ctrl + 1
. This adds a Subdivision Surface modifier with the Viewport subdivision level set to 1. - You can use other numbers for different starting levels:
Ctrl + 2
: Adds a Subdivision Surface modifier with the Viewport subdivision level set to 2.Ctrl + 3
: Adds a Subdivision Surface modifier with the Viewport subdivision level set to 3.- And so on, for higher numbers if needed.
This method is based directly on the reference, providing a rapid way to introduce more geometry and smoothing to your meshes. The higher the number you press with Ctrl
, the more subdivisions will be visible in your viewport by default.
What This Shortcut Does
Using the Ctrl + Number
shortcut automatically adds a Subdivision Surface modifier from Blender's list of modifiers. This modifier works by algorithmically dividing the faces of your mesh, creating new vertices and edges, which results in a smoother appearance and denser geometry.
- It is a non-destructive method, meaning you can easily adjust the subdivision levels later or remove the modifier entirely.
- The number you press (
1
,2
,3
, etc.) sets the initial 'Levels Viewport' value within the modifier's settings. You can find and change this value in the Modifier Properties tab of the Properties editor.
While the shortcut is the fastest way to add the modifier, you can also add the Subdivision Surface modifier manually via the Modifier Properties tab (Add Modifier > Generate > Subdivision Surface
). The shortcut is simply a streamlined process for this common task.
Remember that increasing the subdivision levels significantly increases the vertex count of your object, which can impact performance in the viewport and render times.