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Here is what happens when I use the Bevel tool on my model:
enter image description here

I tried looking if there wasn't faces overlapping but that doesn't seem to be the case.

What could be causing this issue ?

model.fbx

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  • $\begingroup$ Beveling on triangulated faces will create strange geometry. It's not recommended. This could be the source of your breaking normals, or it could be something else. If you know your faces are still square after the bevel, you'd want to manually flatten your normals. Use the "alt+N->set from faces" command. $\endgroup$
    – sybog64
    Jun 26 at 21:04
  • $\begingroup$ Although there are no faces overlapping before bevel, right at the top you can see that the bevel cannot work properly on the tip of those triangulated faces. As @sybog64 said, this will create strange geometry as you can see for yourself. $\endgroup$ Jun 27 at 11:42

2 Answers 2

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In the Object Data panel > Geometry Data, try to Clear Custom Split Normals Data (the split normals are the normals that determine the shading, they may be messed up with some fbx imports):

enter image description here

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  • $\begingroup$ That works well, thank you! $\endgroup$
    – Monstar
    Jun 26 at 22:03
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Your UVs are messed up, go to the UV Editing workspace, select all faces and unwrap the object. Smart UV Project should work fine for this one.

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    $\begingroup$ I did it and my UVs seem fine (imgur.com/9xh41yC), but the problem still occurs. Although this is what I see when I select the edge, not sure if that's normal: imgur.com/EJxfEn1 $\endgroup$
    – Monstar
    Jun 26 at 19:25
  • $\begingroup$ Try untriangulating the mesh to see if that helps $\endgroup$ Jun 26 at 19:37
  • $\begingroup$ How do I do that ? $\endgroup$
    – Monstar
    Jun 26 at 19:42

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