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:)

I try to make a 3D object from a vector logo. But when i try to use modifiers they dont work properly.

Here my steps:

  1. import SVG ➔ origin to geometry ➔ scale all up, rotate z&y ➔ apply all transformations.
  2. remove the SVG material ➔ curve: fill mode: none ➔ resolution 24
  3. convert to mesh
  4. edit mode ➔ select all ➔ x: limited desolve, max angle: 0,1°
  5. select all ➔ f: new face ➔ p: seperate the counter (holes in the S-form)

And now i try to use modifiers in this order: solidify, bevel, supdivision surface. The solidify seems to work fine. In the bevel modifier i can't change the amount. And the supsurf looks like shit.

I also tried to make the faces by hand, this hasnt worked either. The seperated counters should be used later with a boolean.

I also checked the svg file. In Illustator the points look clean, there is no overlaping. Also in edit mode i can't find mistakes likes overlapping or something. I also tried extruding it in edit mode.

I think there is something obvious i dont see as a beginner. Maybe topology or something.

Here is the SVG I use:

https://svgshare.com/s/fqF

Hope you can help! :)

BR Phil

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1 Answer 1

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I think the resulting geometry is just too complicated for Blender, mostly because of the single face with two holes. Here's Geometry that doesn't go whacko when I add the modifiers:

Geometry that works

I didn't scale and rotate, because that wouldn't have made any difference and you didn't specify by how much. You can do that with this geometry.

After I converted to mesh and removed the counter, I used the counter in a Boolean to create the holes and applied the boolean. I deleted the resulting large single face and created the geometry you see here.

To go around the curves easily, I enabled the F2 addon, it's a built in and it allows this technique:

  1. Select one vertex on the outside and inside at the edge of the curve.
  2. Type F to create an edge between them.
  3. Place the cursor so that it's in the direction you want to add faces.
  4. Type F as many times as necessary to fill all of the faces in the curve.

I included the long diagonal edge and the quad that creates.

Next I selected all of the vertices surrounding the remaining empty part of the object and created a single face. I repeated this on the bottom as well.

Finally, I used the knife tool to connect two of the vertices making a quad. Doing this three more times, I ended up with all quad geometry.

Supporting images:

  1. The empty geometry:

    empty geometry

  2. The starting edge:

    starting edge

  3. All of the faces created using the F2 tool for the first section:

    first section

  4. All of the faces created using the F2 tool

f2 tool

1 The manual face on the bottom

bottom manual face

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  • $\begingroup$ Wow, Thank you! I will try it tomorrow and tell you if it worked. but sounds like it would! :) $\endgroup$
    – PhilVonD.
    Apr 1, 2022 at 22:04
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    $\begingroup$ @PhilVonD. good luck. I kind of rushed the explanation, so feel free to ask any questions that come up. $\endgroup$ Apr 1, 2022 at 22:41
  • $\begingroup$ I tried your workflow and i have some questions. 1. What do you mean with "I used the counter in a Boolean to create the holes and applied the boolean. I deleted the resulting large single face and created the geometry you see here." Did you used the boolean before you solidify or extrude? When I try this the boolean don't work. Is this step necessary or could i use the mesh with the holes? 2. Is there a special way how you seperate the last face in three faces? 3. Did you tried to use a bevel modifier after you made the mesh? did the amount-slider work on your version? $\endgroup$
    – PhilVonD.
    Apr 3, 2022 at 15:25

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