Setup a 3D Mesh before UVS

Hello everyone, I am working for the first time in texturing in blender, and I don’t know if what I am doing is 100% right before getting in to UV Mapping, the Mesh is hard surface, I dont know if its a good idea to give an object subdivsion modifier if its relatively small, or just give it a bevel (Also that, I don´t how much of a good idea is to use the bevel modifier, because it creates kinda of a messy topology).

For example this mesh, the idea of this project its like a camera panning through the cabin, and I am not sure wether to apply a modifier to smooth it out, or just leave it sharp.



Hi Lucas.

No real-world objects have perfectly sharp edges, and few have very sharp edges. So it’s almost always a good idea to smooth things out a bit, depending on the situation. If it’s not too close to the camera or not very well-lit, you might not need the added detail.

So generally, you’d want to use a Subdivision modifier for organic (or even ‘free-form’ hard-surface) objects. But you’d usually use a Bevel modifier for more rigid, squared-off, hard-surface objects (though subdivision can also be used).

And as you mention, the resulting topology may help determine which to use. As well as how much detail you want or can handle in a scene, since subdivision adds more vertices/faces than a bevel would.

Hope that helps!

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thank you!!

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Hello again, this mesh for example can be considered ready for UVS and then texturing in substance?
As it is hard surface I ended up using bevels instead of Subdiv to avoid a monstruous amount of polygons. And applied the auto Smooth option in Normals.

Would that be fine or should I take another course of action?
(For example I don’t know if the Auto Smooth option can be mantained for a render with textures on, or is it just a temporary tool to fix shading).




Duda B4

Yeah, looks like you’re good to go for UVs and texturing.

As for Auto Smooth, that will still affect the shading of the model when rendered with textures.

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