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Full Version: How should I plan edge flow for hard-surface Blender product models with holes?
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I'm a graphic designer trying to expand into 3D for product visualization, and I've started learning Blender 3D modeling from scratch. I'm comfortable with the basics of mesh editing, but I'm completely overwhelmed when it comes to creating clean, manufacturable topology for hard-surface objects like consumer electronics. My models look fine in viewport shading but fall apart with subdivision surfaces or when I try to add bevels. For experienced Blender users, what's your workflow for planning topology before you even start modeling? How do you approach edge flow around complex curved surfaces and holes, and what are the most common mistakes beginners make that create ngons or cause shading issues? Are there any specific add-ons or tools within Blender that are essential for professional hard-surface work?
Reply 1: Plan topology before you even touch a polygon. Start with a clean block-out that captures the external silhouette and major features (screen edge, ports, hinges, bezels). Then lay out your edge loops strategically: follow the primary curvature with continuous quads, place loops around holes and cutouts, and reserve denser regions where you’ll bevel or add micro-details. I keep a simple topology sheet (quick sketch + note on loop counts) so I know where to add or remove loops as you sculpt the form. Once the loops feel right, model in quads and only introduce triangles if absolutely necessary for a hard surface seam.