6
$\begingroup$

There's many guides and approaches to rounding off edges or multiple vertexes of a cube. But I have not found a resource showing how to take a single corner of a cube and beveling it. The closest I have come to reaching my goal is shown here.

I want the top side of the cube to have one rounded corner while the opposite face remains square. The second image is taking from the cubes bottom side. It have become rounded at one corner, while I wanted it to remain square.

The remaining sides of the cube must be rounded off accordingly too. Providing a nice rounded corner, that can be placed upon another cube and have all their edges touch.

I'm still learning Blender so forgive me if I have missed the obvious.

Edit: To try and illustrate what I am aiming consider the two red blocks. The bottom side of the blocks are squares. They have however been rounded on each left and the back side. The nearest corner of the cubes seem to have been smoothed out.

enter image description here Too vertexes

$\endgroup$
  • $\begingroup$ Have you tried intersecting two quarter-cylinders? $\endgroup$ – user253751 Oct 13 '15 at 7:21
  • $\begingroup$ Yes. If I interpret your question correctly I tried, however that didn't leave me with a square bottom side. $\endgroup$ – Hoxer Oct 13 '15 at 12:28
9
$\begingroup$

I think that the "smooth" look of the corner is just a matter of shading (and shaders).

I suggest to simply model it as a cloister vault's corner. Any distortion of the profiles in my opinion would lead to a worse result.

enter image description here

If your boundary profiles are round, you can use the Bevel operator on the two top edge (shortcut Ctrl+B). Then add two (flattened) loopcuts near the corner and Remove Doubles.

enter image description here

Then control the shading (set it to smooth) by marking sharp edges and adding an Edge split modifier as you can see in the first picture.

$\endgroup$
  • $\begingroup$ "cloister vault" is a broken link. $\endgroup$ – user253751 Oct 13 '15 at 7:22
  • $\begingroup$ This is solves my problem. Thank you very, very much. $\endgroup$ – Hoxer Oct 13 '15 at 12:26
6
$\begingroup$

First, select the three edges that point from the vertex you want to bevel:

select edges

Select the cube, tab into edit mode. Hit Ctrl+tab then 2 to select edges. Right click the three edges.

After that, start bevel with Ctrl+b. Drag mouse to change size of bevel. Roll mousewheel to change number of segments of bevel. If you click and finish the bevel, you can still affect it to the lower left. See image here:

bevelling

$\endgroup$
  • 1
    $\begingroup$ It doesn't quite cut it because the bottom side of the cube needs to remain square. In your suggestion the bottom side of the cube has a rounded corner. I've added an example of a mesh I'm trying to recreate in the original question. $\endgroup$ – Hoxer Oct 12 '15 at 19:28
  • $\begingroup$ I get that same result as Carlo if I bevel only two edges. But I think the shading is very wrong if it looks smooth. It is a 90 deg angle. :-) $\endgroup$ – Gunslinger Oct 13 '15 at 18:07
4
$\begingroup$

You can get some result either using beveling or subsurface modifier, at least. I'm just in doubt of what you mean with "The remaining sides of the cube must be rounded off accordingly too". Have you seen anywhere an example of what you want to achieve?

I tried something here, and can explain but I guess you could have a different idea:

enter image description here

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.