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Alpac@ Apr 28, 2022 @ 2:28am
These bevels drive me crazy! Need Help!
I have this extremely simple mesh, basicaly just a box, and I want to bevel it. But no matter what I do it just always looks like crap. I have auto smooth on and I guess that is a problem there, but without it I need like 50+ steps to make the bevel look smooth enough and I don't think that is optimal. Please help me until I went completely insane trying to unsuccessfully bevel a box for the last 12 hours.

https://i.imgur.com/Y9KjeWn.png
https://i.imgur.com/AsjlfcH.png
https://i.imgur.com/GZhRcLa.png
Originally posted by The Renderer:
Quick fix:
If you take the file as it is and simply put in a bevel weight of 0.04 for ALL edges (you currently don't have one at the diagonal ones), it looks ok-ish.


Other than that, the topology simply isn't supporting what you are trying to do, those long polygons are bad. You could break them up by introducing a bunch of loop cuts all around the edges. But you also need to do something about that diagonal edge, like beveling it as well.

If you really want a super smooth object that looks nice even in an extreme close up, you might even have to go for subdiv modeling here.
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Showing 1-10 of 10 comments
The Renderer Apr 28, 2022 @ 6:54am 
Something looks off there. Try doing the bevel in two steps, only the outer loop and only the inner one. And/or explain step by step what exactly you did.

Edit: You could also play around with the angle in the auto smooth setting, but your screenshot kind of looks like there is a different issue. Hard to tell from the picture alone, though.
Last edited by The Renderer; Apr 28, 2022 @ 7:06am
Alpac@ Apr 28, 2022 @ 10:00am 
I could share the blend file I you wished to have a look. I really can't tell what is wrong there.
*P0P$*FR3$H3NM3Y3R* Apr 28, 2022 @ 10:26am 
Yeah you can do that!
Did you try using the Bevel Modifier with Bevel Weights as the Limit Factor? That usually gives alot of nondestructive control.
As in you can change the Ammount of Bevel Segments aswell as their radius etc. just by dragging sliders and assigning weights.

On a side note, for the Bevel Modifier to work properly, the Scale of the Object has to be uniform, ideally 1/1/1.
Last edited by *P0P$*FR3$H3NM3Y3R*; Apr 28, 2022 @ 10:45am
Alpac@ Apr 28, 2022 @ 10:52am 
Originally posted by *P0P$*FR3$H3NM3Y3R*:
Yeah you can do that!
Did you try using the Bevel Modifier with Bevel Weights as the Limit Factor? That usually gives alot of nondestructive control.
As in you can change the Ammount of Bevel Segments aswell as their radius etc. just by dragging sliders and assigning weights.
Yes, I tried that. The results is better but there are still some weird glitches that can be seen on render. I'm kinda confused, since it's just a simple table with a drawer design, basically a box with a hole.
Here's the blend file: https://drive.google.com/file/d/1KxFvz03wagXdBVovx4qz9qxqIkjbJ1I4/view?usp=sharing
Last edited by Alpac@; Apr 28, 2022 @ 10:52am
Originally posted by Alpac@:
Originally posted by *P0P$*FR3$H3NM3Y3R*:
Yeah you can do that!
Did you try using the Bevel Modifier with Bevel Weights as the Limit Factor? That usually gives alot of nondestructive control.
As in you can change the Ammount of Bevel Segments aswell as their radius etc. just by dragging sliders and assigning weights.
Yes, I tried that. The results is better but there are still some weird glitches that can be seen on render. I'm kinda confused, since it's just a simple table with a drawer design, basically a box with a hole.
Here's the blend file: https://drive.google.com/file/d/1KxFvz03wagXdBVovx4qz9qxqIkjbJ1I4/view?usp=sharing
Gotta unrestrict the file to everyone that has the link.
Jamal Apr 28, 2022 @ 1:17pm 
jo
Alpac@ Apr 28, 2022 @ 3:33pm 
Originally posted by *P0P$*FR3$H3NM3Y3R*:
Originally posted by Alpac@:
Yes, I tried that. The results is better but there are still some weird glitches that can be seen on render. I'm kinda confused, since it's just a simple table with a drawer design, basically a box with a hole.
Here's the blend file: https://drive.google.com/file/d/1KxFvz03wagXdBVovx4qz9qxqIkjbJ1I4/view?usp=sharing
Gotta unrestrict the file to everyone that has the link.
Here you go
https://drive.google.com/file/d/1KxFvz03wagXdBVovx4qz9qxqIkjbJ1I4/view?usp=drivesdk
The author of this thread has indicated that this post answers the original topic.
The Renderer Apr 28, 2022 @ 11:00pm 
Quick fix:
If you take the file as it is and simply put in a bevel weight of 0.04 for ALL edges (you currently don't have one at the diagonal ones), it looks ok-ish.


Other than that, the topology simply isn't supporting what you are trying to do, those long polygons are bad. You could break them up by introducing a bunch of loop cuts all around the edges. But you also need to do something about that diagonal edge, like beveling it as well.

If you really want a super smooth object that looks nice even in an extreme close up, you might even have to go for subdiv modeling here.
Last edited by The Renderer; Apr 28, 2022 @ 11:37pm
Alpac@ Apr 30, 2022 @ 11:45pm 
Originally posted by The Renderer:
Quick fix:
If you take the file as it is and simply put in a bevel weight of 0.04 for ALL edges (you currently don't have one at the diagonal ones), it looks ok-ish.


Other than that, the topology simply isn't supporting what you are trying to do, those long polygons are bad. You could break them up by introducing a bunch of loop cuts all around the edges. But you also need to do something about that diagonal edge, like beveling it as well.

If you really want a super smooth object that looks nice even in an extreme close up, you might even have to go for subdiv modeling here.
It's crazy to me how you sometimes have a complex mesh and have little to no problems with bevels, and then you have an inset box with 14 faces and it just refuses to get properly beveled. I think I still lack some major knowledge about topology.

Thanks for your help anyway, I'll try to do something with it.
The Renderer May 1, 2022 @ 7:02am 
It did get beveled properly, the problem is not the bevel, it's the resulting geometry that doesn't work well with smooth shading.

In order to get a smooth look over faces, some interpolation of normals has to happen in the background. That works well for more regular meshes and not as well for things like e.g. extremely stretched polygons or sudden changes, as you have here with those very thin, long polygons and the sharp edge in the diagonal.
Feel free to look into the maths of normal interpolation if you are interested. It's complex, though.

So for a modeler, it's mostly a matter of practice to get a feeling for what works (or what needs to be done if it doesn't).
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Date Posted: Apr 28, 2022 @ 2:28am
Posts: 10