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Supporting Edges vs Bevels vs Creasing for 3d game art and cinematics?

amankart
polycounter lvl 6
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amankart polycounter lvl 6
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

  • gnoop
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    gnoop sublime tool
    I am accustomed to use custom and often parallel or perfectly radial on cylindrical forms   vertex normals and  transfer them to lods .  That way it works independent  of any topology and  through several lod levels usually .   Support lops and bevels don't survive through lods very well .   Also I often transfer /use  same UVs on hi-res meshes so baking is just worlds space to tangent space conversion instead of tedious cage tweaks .    This is considered an ancient way nowadays  although, not supported by popular tools very well.   It's beside the fact the lods are done automatically in many engines now and people stopped to care about them at all.     We haven't yet. 
    Yet it's mostly an old habit  .    Painter works pretty fine  in most cases with automatic projection.   
  • Neox
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    Neox grand marshal polycounter
    supporting edges / quad chamfers and creases are sorta same same but different.

    supporting edges give you better control over the edgequality, as in, its always going to be the same width as per your setting, while with creases the result is highly based on the surrounding geo. its just a slight mindset shift, creases are usually considered easier and can also be mixed with support geo to help control the edge quality.

    i dunno why you think it is helpful for lowpoly creation (maybe for midpoly if wastage isnt an issue), to me in most cases its rather a different means to creating the highpoly to be baked down onto the low.
  • amankart
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    amankart polycounter lvl 6
    Neox said:
    supporting edges / quad chamfers and creases are sorta same same but different.

    supporting edges give you better control over the edgequality, as in, its always going to be the same width as per your setting, while with creases the result is highly based on the surrounding geo. its just a slight mindset shift, creases are usually considered easier and can also be mixed with support geo to help control the edge quality.

    i dunno why you think it is helpful for lowpoly creation (maybe for midpoly if wastage isn't an issue), to me in most cases its rather a different means to creating the high poly to be baked down onto the low.
    Thanks for the reply.

    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.

    Forge - GodfallConsole - Art Test
  • Neox
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    Neox grand marshal polycounter
    You, personally can mix and match whatever methods you wanna mix and match.
    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
  • Neox
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    Neox grand marshal polycounter
    here we go, this is is all the same mesh from the left with different settings and levels of support applied.
    1. being the base
    2. with support geo/quad chamfers
    3. unaltered creases
    4. bit of support geo
    5. fully supported

    lemme explain
    support loops can carry a lot of stuff such as the flat top in this case as it offsets the problematic areas into the flat surface
    this would break on curved surfaces, and similar things as with creases would happen

    when smoothed with creases this will happen and you can immediately see why the top and bottom break, there is no offset to carry the issues into the flat surfaces

    by offsetting it a bit you mitigate this issue

    not sure if you notice but there is a distinct difference between the edge quality of the support geo version and the creased one and that has to do with surface density around the hard egde

    you can compensate this by adding more density to the surrpounding geometries basically you want the surrounding geo to be evenly disttributed around the edges to make sure they are even all around. this is the biggest drawback of this workflow, support geo / quad chamfers will always be more precise than creases, but in many cases this precision doesnt matter all that much, and good enough is just... good enough

    left is support loops, middle is the same mesh as on the right, but smoothed
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