I was wondering if it is better or not to use loop cuts on a mesh when they are not really necessary to the shape of the mesh while using a subsurf modifier to make the spaces between each vertex approximately even, and to make the model smoother.

Here is an example: on this sword I'm modelling, there is quite a big gap on the blade without loop cuts because I don't need them for the shape of the blade.


Should I use those loop cuts to make the model cleaner or can I leave it as it is?

Thanks for your help!

  • 1
    $\begingroup$ If it's a game model then no, if it's a highpoly one then yes. $\endgroup$ Aug 11 '15 at 13:40
  • $\begingroup$ You didn't need to delete your other question. You could just edit it to remove the parts that have been asked here, leaving the parts about modelling the tip. $\endgroup$ Aug 11 '15 at 13:48
  • $\begingroup$ I'm sorry, I'm new to this forum, won't do it anymore. $\endgroup$
    – MaxV37
    Aug 11 '15 at 14:30
  • $\begingroup$ You can increase the crease (in N panel to ) at the edge where you want the model to be tighter . $\endgroup$
    – A.D.
    Aug 11 '15 at 17:35
  • $\begingroup$ Yes, I know that but thanks a lot for the tip. $\endgroup$
    – MaxV37
    Aug 11 '15 at 19:36

Don't add polygons for the sake of having more polygons, you are looking for a special shape. So would do better having a really simple shape to start with, bevel the edges that you want to be sharp and then apply a subsurface modifier. Add loopcuts afterwards if you need more details.

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