Tip
57

Blender 4.5
Introduction to 4 modeling workflows
For hard surface modeling, there are two main workflows, each usable in a destructive or non-destructive manner. This exercise is about replicating the cube on the right side of the viewport.
Direct modeling
Destructive: Select edges and bevel them with
Ctrl + B
. Right-click →Shade auto-smooth
.Non-destructive: Select edges, set a
Bevel Weight
of 1 (in Edit Mode:N-side bar
→Transform
). Add aBevel Modifier
set toWeight mode
. Right-click →Shade auto-smooth
.
Subd modeling
Destructive: Add a
Subdivision Surface
modifier. Select corner edges and bevel them. Fewer loops are needed since the modifier already smooths the shape. Add support loops to top and bottom faces to "crease" them. Delete the top and bottom n-gons. Select boundary loops and useCtrl + F
→Grid Fill
. Right-click →Shade auto-smooth
.Non-destructive: Add a
Subdivision Surface
modifier. Select top and bottom faces and crease them. Select corner edges, set Bevel and Crease Weight to 1. Add a Bevel Modifier set to Weight mode and match the corner radius. Note: Clamp Overlap may prevent similar corner radius - this is a limitation due to the Subdivision modifier. Right-click →Shade auto-smooth
.
Non-standart settings detected*
Introduction to 4 modeling workflows

Tip
57

Blender 4.5
Introduction to 4 modeling workflows
For hard surface modeling, there are two main workflows, each usable in a destructive or non-destructive manner. This exercise is about replicating the cube on the right side of the viewport.
Direct modeling
Destructive: Select edges and bevel them with
Ctrl + B
. Right-click →Shade auto-smooth
.Non-destructive: Select edges, set a
Bevel Weight
of 1 (in Edit Mode:N-side bar
→Transform
). Add aBevel Modifier
set toWeight mode
. Right-click →Shade auto-smooth
.
Subd modeling
Destructive: Add a
Subdivision Surface
modifier. Select corner edges and bevel them. Fewer loops are needed since the modifier already smooths the shape. Add support loops to top and bottom faces to "crease" them. Delete the top and bottom n-gons. Select boundary loops and useCtrl + F
→Grid Fill
. Right-click →Shade auto-smooth
.Non-destructive: Add a
Subdivision Surface
modifier. Select top and bottom faces and crease them. Select corner edges, set Bevel and Crease Weight to 1. Add a Bevel Modifier set to Weight mode and match the corner radius. Note: Clamp Overlap may prevent similar corner radius - this is a limitation due to the Subdivision modifier. Right-click →Shade auto-smooth
.
Tip
57

Blender 4.5
Introduction to 4 modeling workflows
For hard surface modeling, there are two main workflows, each usable in a destructive or non-destructive manner. This exercise is about replicating the cube on the right side of the viewport.
Direct modeling
Destructive: Select edges and bevel them with
Ctrl + B
. Right-click →Shade auto-smooth
.Non-destructive: Select edges, set a
Bevel Weight
of 1 (in Edit Mode:N-side bar
→Transform
). Add aBevel Modifier
set toWeight mode
. Right-click →Shade auto-smooth
.
Subd modeling
Destructive: Add a
Subdivision Surface
modifier. Select corner edges and bevel them. Fewer loops are needed since the modifier already smooths the shape. Add support loops to top and bottom faces to "crease" them. Delete the top and bottom n-gons. Select boundary loops and useCtrl + F
→Grid Fill
. Right-click →Shade auto-smooth
.Non-destructive: Add a
Subdivision Surface
modifier. Select top and bottom faces and crease them. Select corner edges, set Bevel and Crease Weight to 1. Add a Bevel Modifier set to Weight mode and match the corner radius. Note: Clamp Overlap may prevent similar corner radius - this is a limitation due to the Subdivision modifier. Right-click →Shade auto-smooth
.
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