Best way to bevel and subdivide
I'm currently trying to create a toy track system. Building the low poly of the straight track was rather easy, but now I'm fiddling around creating the high poly (to get some small bevels) and this is were I'm getting stuck constantly at the moment.
This is my low poly model:
I see that the small cut at the top could get in the way of any bevel.
But what would be a better way to create this?
Adding a bevel modifier with one subdiv already gets a little bit wonky
Adding a second subdivision to the bevel gets really weird. the front part seems to get no rounding at all, but it gets divided (I used angle limit here but tried weighting too)
Finally adding a subdivision surface modifier really "destroys" the geometry...see the corners...
So basically I wonder:
What's the best way to create the low poly model so I can work with a bevel modifier / subdivision surface modifier?
I worked around this adding manual cuts for the high polygon model, which worked okay'ish...still got some shading errors, but this would get really bothersome when I want to create curves.
They should have the same bevels, but as the simple deform dosn't bend it the way I want, my plan would be to use the crosssection of the mesh and simply adding the endparts (avoiding any stretching by the deformer too).
Though this seems really time consuming if you have to place and match the supporting cuts from the straight piece for the high poly model..
So I wonder if there is a better way (using the bevel modifier for example) to simplify the creating, as the model doesn't seem that complex to me.
Any hints or tips (on the low poly mesh creation for example) would be really helpful!