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I've been trying to figure out how to do this sort of procedure before and I've never gotten close to figuring it out until today. I tried using the 'Vertex Group' limit method and I got the curve I'm after but that also bevels every other face on the mesh and if I try and apply only the necessary vertices to the vertex group it creates more artifacts again. I should also mention I'm using a subdivision modifier underneath the bevel modifier. This is what appears to cause the artifacts.

Here's how it looks with just a normal bevel + subdivide: (artifacts are visible around the outer edge) enter image description here

Here's how I need it to look:

enter image description here

But here's what the rest of the mesh looks like when using the vertex group method: enter image description here

Also here's an image of the base wireframe without any modifiers: enter image description here

Is there any other way around getting the bevel but not creating a bunch of artifacts or bevelling every other face in the process?

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  • $\begingroup$ Hi, thanks for the post. Can you edit your post to include a wireframe view as well? $\endgroup$ Commented Jun 12, 2021 at 21:49
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    $\begingroup$ Hi, I've just updated the post with a view of the wireframe without any modifiers enabled. $\endgroup$
    – Sal
    Commented Jun 12, 2021 at 21:56
  • $\begingroup$ The inset you've given it looks like a good strategy $\endgroup$ Commented Jun 12, 2021 at 22:14
  • $\begingroup$ So do you have any idea about what could be the problem or how I could possibly fix the issue? $\endgroup$
    – Sal
    Commented Jun 12, 2021 at 22:18
  • $\begingroup$ After trying it I see where you're struggling :p $\endgroup$ Commented Jun 12, 2021 at 22:43

1 Answer 1

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Have you tried this kind of topology?

enter image description here

Begin by creating bevel for the inner edges:

enter image description here

Then create these edges and delete the useless edges:

enter image description here

enter image description here

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