I am working on a simple monitor with some thin extrusions that follow the outer rim, If I bevel first before extruding the rim I get weird geometry once I start insetting and extruding.

If I extrude the rim first I lose the ability to bevel the corners as much as I need. What is the best way to do this?

This is an add on question to this.

This is what I want enter image description here

This is my bevel being restricted because the holding lines that I will eventually extrude out a little. enter image description here

This is the weird mesh I get when I bevel first and then extrude and inset to layout the screen of the monitor.

enter image description here

This is what the image looks like, the outer gray part is slightly extruded out. enter image description here

This is the geometry of the mesh, I know its not good, hence this question. enter image description here

I am just asking what is the correct way to model this so it has good topology?

  • 1
    $\begingroup$ "Good" topology can be tricky to define. What is good for rendering (tris) may not be good for other purposes like deforming (quads) and so on... could you define the topology you would like to achieve (a sketch would be very helpful) and specify what of your current result is not satisfiying you? $\endgroup$
    – Carlo
    Dec 7 '17 at 23:56

One way would be to start with a plane.

I like to work with the 'Mirror Modifier' so in Edit Mode press W and Subdivide. Then select 5 vertices and hit X to delete them.

5 vertices

Add a 'Mirror Modifier' and check 'Y' and 'Clipping' in the Modifier pane ('X' is checked by default).

Mirror Modifier

Add two 'Loop Cuts' by pressing Ctrl+R. Approximately where the monitor would be (They can be move later with Ctrl+E > Edge Slide). One horizontal and one vertical.

Loop Cuts

Select the corner vertex and press Ctrl+B then V. Adjust with mouse and roll the mouse wheel to add vertices/smooth. Keep the number of vertices to an even number in case you want to add geometry later.


Select the outer vertices and press E+S to extrude scale.

enter image description here

Now you have a simple base mesh to work with. Possible result below with some additional extrusion:

enter image description here

  • $\begingroup$ Thank you, so much more efficient than what I did. $\endgroup$
    – icYou520
    Dec 8 '17 at 16:38

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