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!
Replies
1. What use cases would I use creasing for over the other 2 options? It seems to be used for keep certain edges sharp and hard. but by that logic wouldn't it only apply to weapons or props with blades or something sharp?
In the reference below, the artist mentioned the high poly is a mix of subD and creased edges.
2. Same logic with the second image. The artist made a low poly and used creasing on the high poly. In the case of the second image though, im not sue where the creasing would apply since the model has many natural bevels. Just a bit lost on when its applicable and when its not?
3. Can creasing and support loops be used together for sub d modeling or am i using either or? all the videos I've seen so far focus on support loops to sub d model. If that's the case, why crease?
4. And lastly, if i don't use support loops, what does my sub d modeling workflow look like?
Apologies if these seem like silly foundational questions. I have yet to find a lot of clarity on creasing is all.
In production, usually a common ground, a ruleset is defined, to make things interchangeable between artists.
You can use creases on anything you would use support geo for. Its very similar, you will usually just end with denser base meshes to control edge quality across your asset.
In case of sculpting, I'd argue that bases made with creases are preferable because it creates a more even mesh density while support geo tend to bunch up geometry around hard edges. Which makes sculpting over a pain usually.
As for your pictures, I'd assume the high poly to be baked down was done with creases, not the lowpoly itself. Possibly the lowpoly was made first. Then creases applied to generate a highpoly. Very possible to walk from low to high and bake it back down, rather than building a highpoly then retopo or optimize to make the low.
As about your workflow, again it is very similar. In a modifier based software (blender, max) its very much the same. Select edges to mark as sharp, either apply a quad chamfer or a smooth based on creases
Same same, but different
Can show some when on a PC