Hi all,
I wanted to know what use cases supporting edges, beveling and creasing would be used for 3d modeling. I'm creating a mix of game ready and cinematic models for practice.
This is my software setup.
In case software version matters. Some people have mentioned certain packages have issues exporting creased assets or baking / artificing issues:
- Maya 2026
- Most recent version of Substance Painter (Jan 2026)
- Unreal 5.4.4
From my understanding, here's how I currently see the following methods:
Supporting edges:
- good for high poly / subd / cinematic workflow to increase mesh density
- requires topology flow optimization
Bevels:
- good for adding detail that alters shape of silhouette
- good for face weighted / mid poly workflows
- good for subd modeling
Creasing:
- acts as a middle ground between the two above workflows
- good for low poly workflows?
- potential issues baking?
- potential geo artificing / shading errors?
I tend to focus more on standard beveling and support loops than mid poly or creasing. I have been paying around with the mid poly workflow but not sure how relevant creasing is in either low, mid or high poly workflows. I have seen some artists still use it but not too many.
Looking forward to hearing your thoughts!
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