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enter image description here

Like this picture ↑ I tried to dissove error faces or edges, I tried to bevel edges one by one, but all failed.

What I want to achieve is: enter image description here

This is a draft I made by Photoshop:

enter image description here

I want to know that if I need to made some actions before I bevel them? or what else operations can I do?

Please help me, Thanks!

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4 Answers 4

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  1. Start with a plane.
  2. Add a loop cut to divide the plane into the flat part and the part to be curved.
    enter image description here
  3. Now add a few more loop cuts to the smaller part.
    enter image description here
  4. Turn on Proportional Editing, go to the side view, move the first two vertices downward, and adjust them to make a curve as you wish to have.
    enter image description here
  5. Add a loop cut in the middle, delete the left side of the mesh, and add a mirror modifer.
  6. Now go to front view and once again with proportional editing, move the bottom vertex and then adjust the shape to your liking.
    enter image description here
  7. Now simply extrude the side and bottom edges to the back
    . enter image description here
  8. Select all with A > M > By distance. (There will be one double vertex)
  9. Select the vertices in the back, scale them to 0 on the Y-axis, and move them to whatever length you wish to.
    enter image description here
  10. Select the curvy edge loop and set its crease to one if you wish to put a subdivision later.
    enter image description here

Results: enter image description here

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  • $\begingroup$ awesome! thanks for your help! $\endgroup$
    – JiuyeAyan
    Nov 18, 2023 at 2:06
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  1. Create a flat cuboid with the desired dimensions of the finished object and duplicate it in place. Scale one a bit longer on X, the other a bit wider on Y (either in Edit Mode or if in Object Mode, apply the scale afterwards with Ctrl+A). I have not recreated the length ratios of your reference on my example, just used some random dimensions:

    two cuboids

  2. On the longer one go to Edit Mode, select the two bottom side edges and bevel them.

    bevel bottom edges

  3. On the wider one go to Edit Mode, select the front top edge and bevel it.

    select top edge

  4. Now back in Object Mode select both objects. The simplest way would be now to first go to the Preferences > Add-ons and make sure you enable the Bool Tool add-on.

    bool tool

  5. With the add-on enabled and both objects selected (no matter which is the active one), press Ctrl+Shift+Numpad × to apply an "Intersect" Boolean.

    bool tool result

  6. Probably the mesh needs a little clean up now, go into Edit Mode, select all with A and then press X > Limited Dissolve. If you maybe extend the meshes before the Boolean operation to get a cleaner overlap, this might not be necessary.

    limited dissolve

  7. Here you can see the result. If you do not use Ctrl+Shift+Numpad × for the Bool Tool, but only Ctrl+Numpad ×, a Boolean modifier will be added to the active object and not applied immediately. This way you can tweak the objects afterwards if you want to change something.

    result

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  • $\begingroup$ This one did come to my mind, but is the topology good with this one? I did not try it for that reason. $\endgroup$ Nov 17, 2023 at 13:02
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    $\begingroup$ @TheKalaakaar In my example the topology was good, it depends on how different you make the two bevels. The way I did it is more or less resulting in what you did, because the front bevel and the side bevels have the same amount of segments in both our methods. Of course if it is desired to make the bevels very different from each other, then we both have to adjust our methods... like with all Boolean methods, if you have a clean and "compatible" geometry, it works quite well - if not, well then you have to tweak or clean up a lot afterwards. $\endgroup$ Nov 17, 2023 at 13:13
  • $\begingroup$ tanks you! I tried your method I think it's worked well ! $\endgroup$
    – JiuyeAyan
    Nov 18, 2023 at 2:13
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The procedural method if you want to change something afterwards:

  1. Like in my other answer, create two flat cuboids, one longer, the other wider. In Edit Mode, give the two bottom side edges of the longer one a bevel weight of 1. On the wider one, give the top front edge a bevel weight of 1.

    bevel weights

  2. Give both objects a Bevel modifier where you set the Limit Method to Weight. Adjust the Amount, Segments, Profile etc. to your liking.

    bevel modifier

  3. Give one of the objects (no matter which) a Boolean modifier, set it to Intersect and choose the other cuboid as the target Object.

    boolean modifier

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    $\begingroup$ Thanks for your help! It's my first time to learn 'weight', thanks! $\endgroup$
    – JiuyeAyan
    Nov 18, 2023 at 2:15
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Cteate this shape (mirrored with a Mirror modifier):

enter image description here

Bevel the bottom edge:

enter image description here

Select the vertex at the top and bevel it:

enter image description here

Add these edges with the Knife tool:

enter image description here

Extrude the whole edge loop inwards:

enter image description here

Result:

enter image description here

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  • $\begingroup$ thanks for your kind help! $\endgroup$
    – JiuyeAyan
    Nov 18, 2023 at 2:17

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