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I use the bevel modifier + subsurf for my hardsurface models

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I use the bevel modifier + subsurf for my hardsurface models (blender); to speed things up I use hardops, but disable edge crease in csharps because it fucks up with subdiv mostly.

However, sometimes I get this subdiv errors (specially in "holes" in the mesh), is there any "easy" way to fix it other than placing loops manually?

pic related, the problem + various perspectives of mesh for topology.
>>
>>554232
Make the other two edges coming from that corner beveled as well. It'll still be flat but it'll continue the edge loops made by the bevels
>>
File: Sin título.png (10KB, 457x345px) Image search: [Google]
Sin título.png
10KB, 457x345px
>>554233
Thanks for answering so soon, also ckecked.

I tried that before, but somethimes it gives smoothing / subdiv errors (pic related); less ugly than before, but still not optimal...
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