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I'm trying to make a world map around a sphere like the one on the left. The problem is that I can't bevel the edge as the more intricate curves overlap.

enter image description here

enter image description here

I've tried every way I could find on the internet to make the map (Displace Modifier as in here, Bolean Modifier, using the svg only as a curve, transforming the curve into a mesh, etc.)

The one on the left is using the Bolean Modifier but even using Bevel After Bolean (returns an error) or Bolean Bevel I can't seem to bevel the map edge. Maybe the back part being only one face could be one of the problems.

The one on the right is made from a Bolean of a plane with 50x100 loopcuts and the map curve transformed into a mesh and then with the bollean applied. After that I tried to bevel the edge but as expected the faces, edges whatever overlap.

I also tried loopcut arround (have to join hundreds of vertexes 2 by 2) so I could scale the part of the sides and then bevel it "by hand" but I can't scale it uniformly.

enter image description here

Can anyone please help me?

I can add the project file if needed, I just don't know how :/

Thank you!

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  • $\begingroup$ have you tried to bevel with less segments? Also, do you need the bevel to be so large? Yes maybe share just one continent/island so that we can try: blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Sep 26 at 10:39
  • $\begingroup$ Hi! Yes I have but to no good result :/ Here is the blender file <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=6613" /> $\endgroup$ – Diogo Mendes-Pinto Sep 26 at 13:15
  • $\begingroup$ I'm afraid there's no easy way to do it without overlapping, I guess you'll have to rework manually, maybe you should first simplify the shapes with some Select Boundary Loops, then Checker Deselect, then Dissolve Vertices? $\endgroup$ – moonboots Sep 26 at 13:46
  • $\begingroup$ Ok, thanks for your help. I'll have to google all of that as I'm pretty noob on blender ;) $\endgroup$ – Diogo Mendes-Pinto Sep 26 at 14:25
  • $\begingroup$ I'll try an answer with screeshots $\endgroup$ – moonboots Sep 26 at 14:33
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If you're using mesh (and not other methods like Displacement modifier or Bump or Normal Maps), I'm not sure there's any easy way to fix bevels, maybe somebody will tell. Anyway, let say you have this shape:

enter image description here

To simplify it, use the Checker Deselect tool, play with the parameters to delete as many vertices as you want.

enter image description here

Once you're glad extrude the mesh, then bevel.

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Now you need to bring some manual corrections where the edges are overlapping.

enter image description here

If you need to fatten the bottom, select it and use altS.

enter image description here

As I suppose your mesh is supposed to bend at the end, add some additional edge loops on the surface.

enter image description here

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  • $\begingroup$ Thank you for the time your spending on this! I don't think I can actually simplify my shape but hey at least I learned something new ;) I'll just skip to the fix the bevels part! $\endgroup$ – Diogo Mendes-Pinto Sep 26 at 14:58
  • $\begingroup$ why don't you want? $\endgroup$ – moonboots Sep 26 at 14:58
  • $\begingroup$ I need it to have some degree of definition. is there a way to then smooth just the sides? like a selective smooth? $\endgroup$ – Diogo Mendes-Pinto Sep 26 at 15:03
  • $\begingroup$ you can use Shading > Smooth (left panel in 2.7), add a Subdivision Surface modifier, you can also add fake 3D with Bump or Normal maps, etc... it will save you a lot of memory (and headache) $\endgroup$ – moonboots Sep 26 at 15:05
  • $\begingroup$ I tried that already without great results but I'll try it again. Again, thank you so much for your help! I'll let you know if everything worked! $\endgroup$ – Diogo Mendes-Pinto Sep 26 at 15:18

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