I'm currently working on a scene, where I'm making some basic models (I have very basic modelling skills), and have a mesh made from a cylinder, that after making a few edits to, and applying a bevel + subdivision modifier to, results in this weird geometry:
I was able to drastically reduce that, by adding a loop cut, and increasing the subdivision level:
..but still wondering, what causes that kind of topology? Is it a common issue, that needs to be resolved with loop cuts or am I missing something?
Thanks in advance for whoever reads/replies to this 🙂
Edit #1
Tried the alternative technique suggested by moonboots, which works in keeping the corner sharp with the subdiv modifier, but also results in this weird topology:
Edit #2
I must have selected an extra diagonal edge in the previous attempt that created the ngon, but even after select the right edges (I think) I now get the following smoothing: