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enter image description here

I have a curved extruded object (see below) which I want to add a shallow gradual bevel to so its like a pyramid effect. How can I achieve this? Item is to be 3D printed so it needs high resolution vertices for smooth curves.

This is a medallion, so it needs a flat surface gradually raising to emblem.

Adding a bevel breaks instantly as the end points meet very early on. I tried extruding new layers each scaled down but the shape doesn't allow for that to work. What else can I do other than literally drawing stacked shapes..?

I created the object by doing the following:

  • Add Bezier Curve
  • Bezier Curve Modifier (Resolution: 40)
  • Object > Convert > Mesh
  • Edit Mode - Select All Points - F to create a face
  • Extrude Up

enter image description here

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  • $\begingroup$ hello do you have a reference image of what you want? $\endgroup$
    – moonboots
    Jun 4, 2023 at 10:52
  • $\begingroup$ Added an image to original post as a rough guide to what I want, does this help? $\endgroup$ Jun 4, 2023 at 11:38
  • $\begingroup$ so is it different from my answer? $\endgroup$
    – moonboots
    Jun 4, 2023 at 11:44

1 Answer 1

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Activate the addon called Mesh: Edit Mesh Tools, select the top face and CtrlE > Offset Edges > Move:

enter image description here

Then in the Operator Box change the Width value:

enter image description here

In your case I'm not sure that there's any automatic and quick way to do it, maybe first select all the edge ring and checker deselect (set the selection ratio in the Operator Box):

enter image description here

Then dissolve. Also dissolve the edges that are too close to the peaks:

enter image description here

Offset, it will give something a bit messy:

enter image description here

Correct manually:

enter image description here

Bevel the edges that you want to keep sharp:

enter image description here

Give it a Subdivision Surface modifier to add topology (you'll need to create additional edges on the top):

enter image description here

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  • $\begingroup$ Thank you, thats very close. Only thing is it creates big crossoverss straight away similar to the bezel modifier, not sure how to stop this. imgur.com/a/OiqYW23 $\endgroup$ Jun 4, 2023 at 18:35
  • $\begingroup$ there are a lot of vertical edges, you should simplify, for example with the Checker Deselect trick, but maybe share your file, you can use blendertribu.forumactif.com $\endgroup$
    – moonboots
    Jun 4, 2023 at 18:38
  • $\begingroup$ @Fred_was_here Re: "not sure how to stop this" Do as moonboots suggested -or- fix it after doing the Offset Edges operation, by Merging verts, or (if you need to preserve the topology) by doing Edge Slide operations to space the vertices apart. The more extreme your offset is, the more sacrifices you will need to make, using some combination of the aforementioned methods. $\endgroup$
    – Mentalist
    Jun 5, 2023 at 1:40
  • $\begingroup$ And just to clarify, "the more extreme your offset is..." means: the more acute the inner angles are, and the further the distance is that you are offsetting. $\endgroup$
    – Mentalist
    Jun 5, 2023 at 1:49
  • $\begingroup$ @moonbots I am 3D printing this as a jewellery piece so need to retain high resolution and ultra smooth edges, if I reduce the verticals I will get straight edges won't i? Please let me also point out, Iam very much a beginner with Blender. I have included my file here filesharesite.com/files/202306/… $\endgroup$ Jun 5, 2023 at 10:17

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