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The picture shows what I'm trying to make. I'm planning to use 12 of these rotated to make a 12-petal circle.

enter image description here

I've done this by starting with a pancake-like cylinder, than creating a triangular wedge, extruding that also, using boolean AND modifier. This gives a sector, like a slice of pizza. Then I do boolean EXCLUDE with a small cylinder to cut out the hole at the tip.

Finally I bevel the edges. But the bevelling is not working:

enter image description here

I can't figure out how to do this cleanly.

Maybe I could start with a cone with MIN_RADIUS, MAX_RADIUS and depth 0, to create an anulus. Then I could BOOLEAN AND it with a wedge.

Or even better, manually link up a subset of the generated vertices, to produce the shape.

Then extrude, and bevel.

Can anyone see a better way? And how to gain control over the bevelling process? Does anyone have a suitable link they could post?

Is BEVEL the best way to round the edges?

Finally, is there some way I could emboss the edges, if that's the right word? Bring them out to give definitions of the object? This may look better than bevelling.

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  • $\begingroup$ Not sure why bevel is doing that.. Could you upload the .blend? $\endgroup$ – gandalf3 May 29 '14 at 5:37
  • $\begingroup$ Is the second photo in Unity or Blender? It looks like the Normals are reversed. I have had that issue before. $\endgroup$ – rioforce May 31 '14 at 20:17
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I guess that the Boolean operations created some geometry that the Bevel Modifier can't handle as you expect.

If you create the mesh starting with a plane like so:

enter image description here

and use the Spin Tool Alt-R while in Edit Mode (Note that the position of the 3D cursor and selected view (Top/Ortho) is important.)

enter image description here

The Bevel modifier works fine:

enter image description here

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