How can I get clean bevels and proper edge flow after subdivision?
#1
So I’ve been trying to nail down a good workflow for hard surface stuff, and I keep hitting this wall where my bevels just don’t look clean after subdivision. I’m following all the standard topology rules, supporting edges and all that, but my models still get these weird pinches or lose their sharpness in the wrong places. I’m starting to wonder if my whole approach to edge flow is just off from the beginning.
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#2
In a clean hard surface workflow the bevels behave because subdivision relies on vertex normals and loop density. If you still see pinches, check that your supporting edges actually carry the crease where you want it, and that the loops follow the curvature instead of cutting across it. Sometimes the problem isn’t the polygon count but where the edge flow points the eye. Do you think your shading is exaggerating those tangents too?
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#3
I get the urge to crank subdivision and call it a day, but the bevels still feel smeared. My quick fix is to drop in a few extra edge loops where the sharp corners should stay crisp and let the rest stay quiet. It’s not a perfect theory, but it nudges the edge flow in a more predictable direction.
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#4
Why assume subdivision is the cure for hard surface problems? Maybe the bottleneck isn’t the topology but the silhouette or the lighting. If the look changes with camera angle, you might be chasing something that isn’t in the mesh edge flow at all. Ever tried testing with a single raw light to see what actually holds up?
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#5
Maybe the way you frame the task is the issue. Try planning the crisp edges for silhouette first, then nest bevels inside. If you start by chasing tiny micro-bevels you’ll keep stepping over your edge flow and lose control of the main shapes.
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#6
Be mindful that lighting and normals can turn a clean bevel into mush in a heartbeat. I test with hard-edged lighting and a plain shader to judge the geometry rather than the shader. If the edge flow reads clean there, you’re closer; if not, you probably need to rethink loop placement.
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#7
I’ve learned to tolerate a touch of imperfection here and there. In practice I keep a couple of deliberate “soft” spots and ride the rest with clean edge flow. It’s not elegant, but keeps production moving when a perfect topology never quite lands.
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#8
There’s a bigger current under this—tangent-space interpolation and how normals are used by subdivision—without spelling it out. It might help to check if your vertex normals are consistent and not fighting your crease directions. Could be the invisible plumbing more than the visible edge flow?
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