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# Holding edges (bevel) while maintaining quad based geometry

Hello everyone,

this is my first post here, so please bear with me. I am right now trying to add holding edges to my model for subdivision. I'm doing this by beveling the edges and manually cutting the polygons to maintain a quad based geometry. Since my method produces a bunch more edge loops and thus more polygons, I am looking for a smart alternative.

Maybe one of you guys has an idea to go about this.

(The images show how I started.)

this is my first post here, so please bear with me. I am right now trying to add holding edges to my model for subdivision. I'm doing this by beveling the edges and manually cutting the polygons to maintain a quad based geometry. Since my method produces a bunch more edge loops and thus more polygons, I am looking for a smart alternative.

Maybe one of you guys has an idea to go about this.

(The images show how I started.)

## Replies

You'll end up duplicating the mesh and deleting all those support/holding edges as they aren't needed for your in-game mesh.

Something to note is that the N-gons in your model will probably be a bigger problem than any triangles.

And lowpoly geometry is fine to have triangles.

To recap:result

smoothed