I am trying to model something that (almost) looks like this, and I would like to use modifiers wherever possible:
Basically I want the sides of the objects to be smooth, and the edges/corners of the shape to be beveled. The edges/corners are all marked at 100% crease and bevel value.
- If I order my modifiers to bevel first and smooth second, I get the above image. It’s the best result so far, but the normals of the object are wrong near the edges. You can easily see a gradient (indicated by red arrows) near the edges.
- The corners are slightly improved if I subdiv first and bevel second (using angle, not weight because the subdiv op destroys bevel marking), but the gradients are still there along the edges.
- I can mark the edges as sharp and throw in an edge split, and that removes the gradient, but now the corner normals don’t blend continuously with the sides - and there’s problems with the way the mesh is smoothed near the corners.
Is what I want even possible with modifiers? Do I just have to throw in support loops, or bevel by hand? That seems to defeat the point of dynamic operators- so I can’t help but think that there’s a better way.