I have this simple shape and want to give it clean, rounded edges with quad-only topology.
Here is the base mesh:
When I add a Bevel modifier, the resulting geometry becomes messy and the topology isn’t very clean:
It seems that the Bevel modifier produces clean quad topology only at corners where three or more edge loops intersect. At corners where only two edge flows meet, the result tends to be messy or distorted.
The only method I currently know is adding multiple supporting loop cuts and then applying a Subdivision Surface modifier. This gives me the clean, smooth curvature I want:
These supporting loops are useful for controlling the tightness of the curvature — moving the loops farther from the edge produces wider, softer rounding, while placing them closer creates a much tighter curve.
However, the downside is that this workflow is destructive and tedious. I have to "spam" or add many supporting loops manually, and adjusting the rounding later means repositioning each loop individually:
Is this the only way to achieve this kind of clean curved topology, or is there a more efficient non-destructive workflow that avoids adding so many supporting loop cuts?







