My purpose

I made the following modeling to make parts for the robot’s tilt arm.

What I tried

I first used the Surface subdivision modifier to express softness and curves. However, using this modifier with the Bevel modifier does not produce the results I want. In more detail, after applying the Surface sudivision modifier, it is difficult to express the slope and sharpness of the edges, using Bevel Weight and Crease. Thus I found out that, for the slope and sharpness of the complexly constructed edges, there was a function called Auto Smooth, partly by looking for an easy way to apply softness.

With ‘Auto Smooth’ function, it was easy to apply soft effect while maintaining sharpness of each edges. And using the Weighted Normal modifier, it formed a more realistic surface (I still don't understand the Weight normal).


Most of them have been resolved, but unlike Surface Subdivision, Auto Smooth does not soften to the outlines.

enter image description here enter image description here

The outline is not smooth and still angular.

To get a clear answer

  • I know that Auto Smooth function does not actually make the surface smooth, it only makes light rendering smooth. However, if I render later, if the outline fails to come out smoothly, I can't make a realistic rendering.
  • Also, I think it difficult to maintain the model in the future to
    divide Surface from the beginning of the modeling.

Q. Excluding the above concerns, is there a way to smooth the outline?


1 Answer 1


You need to do two things.

  1. Add more Bevel segments, so the shading works properly
  2. Add the Subdivision Modifier to "smooth the outline"

(There's no need for the Weighted Normal modifier.)

enter image description here

I'd also strongly reccomend, that you make your model all quads.
Most of your problems are caused by n-gons.

To keep your corners sharp, add more geometry manually, without the Subdivision modifier.

enter image description here

  • $\begingroup$ Good answer, but what does "make your model all quads" mean? $\endgroup$
    – Mast
    Commented Jan 14, 2020 at 19:12
  • 2
    $\begingroup$ @Mast It's a suggestion to only use faces with four sides when modeling. N-gons (faces with more sides) lead to shading issues and problems with subdivision :). $\endgroup$ Commented Jan 14, 2020 at 19:30
  • $\begingroup$ Ah! Good tip indeed. $\endgroup$
    – Mast
    Commented Jan 14, 2020 at 20:22
  • $\begingroup$ Thank you for your answer. But, I hope the bevel and sharpness apply like the picture I uploaded. That's a good way, but even after I make it into a quad, Its can't maintain some sharpness and bevel. $\endgroup$
    – bakuiseok
    Commented Jan 15, 2020 at 7:34
  • $\begingroup$ Please check the updated post. $\endgroup$
    – bakuiseok
    Commented Jan 15, 2020 at 7:45

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