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How can I keep the bevel modifier from creating ngons and tris? I thought a quad-only mesh would do it, but it doesn't like topological gems, and the edge flow is too important. Or is it Simply Imposible ?

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  • $\begingroup$ For quad-only mesh, it is possible that bevel can generate quads (as shown in my answer), but I don't understand how it could generate Ngons. Could you show an image or file here? $\endgroup$ – Leon Cheung Dec 21 '14 at 1:26
  • $\begingroup$ if you bevel on edge of a cube youll get an ngon and i was askingif there issome method that automaticly trinagulates / make quads of of the ngon again $\endgroup$ – TheCycleOfBlend Dec 21 '14 at 1:49
  • $\begingroup$ Anyway, see my updated answer, hope it helps. $\endgroup$ – Leon Cheung Dec 21 '14 at 2:13
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I don't think there is any automatic way accompanied with Bevel modifier to operate like that. Some other manual solutions:

  1. If you just want to triangulate, there is a Triangulate modifier for you to use;
  2. You can also select all faces then CtrlT to convert them into Triangles;
  3. If you want to keep quads as many as possible, select all ngon faces only, by Select > Select Face by Sides, set it greater than 4 (As shown below), then CtrlT to convert all selected faces into triangles, then AltJ to convert them into quads by tweaking Max Angle in F6 panel.

enter image description here

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The Bevel modifier uses Tris and ngons to create the bevel itself, in order to reduce any unnecessary vertices that you apply the modifier to any complex object; you should select your object, tab into edit mode, go under the tool bar and hit remove doubles. This will significantly reduce the amount of unnecessary vertices.

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  • $\begingroup$ welli dont want ngons at all $\endgroup$ – TheCycleOfBlend Dec 19 '14 at 11:00

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