How to achieve the round corners of a black piano key? I'm trying to model a black piano key using Blender but I'm facing some difficulties when trying to recreate the rounded upper front edges of the black key.



The closest I have come to achieving this is by first beveling the two front upper vertices in the corners using the Ctrl Shift B command. Then beveling all edges except the edges of the rounded corners. However, as you can see, the subdivided result is far from perfect!

   

Maybe I should try a completely different approach? What do you Blender experts make of this?

Thanks in advance for any kind of input!
The algorithm used for subdivision surfaces works best with quads. You have many n-gons in your mesh, which will lead to artifacts.


You should at least convert the front and top face to quads. You can do that in two steps: select the top and front face and press [Ctrl+T] to triangulate them.



Now select two triangles that you want to merge to a quad and press [Alt+J]. Repeat until you have no more triangles.



To keep the edges sharper, add a bevel modifier on top of the subsurf. Now you can control the roundness / sharpness through the bevel's "Width" parameter.


The result should look like this: