This one will work only for external Edge Loop and will give ugly ngon, so it's just for the pure knowledge. Better skip to second one.
Select corner vertex, press CTRL+SHIFT+B, move mouse to get desired angle, use scroll to get more vertices. You can tweak it as well in in Tools Panel.
This is with proper/clean/nice looking ...
Using vertex groups should work. First select the top edges and add a vertex group, then click on "Assign". Then in the "Bevel" modifier set the "Limit Method" to "Vertex Group" and then select the vertex group you created.
You're actually super close to getting what you want. The default circle shape of bevels just makes it really hard to see. The reason for this is because you're trying to twist a smooth, cylindrical object. Twisting a smooth cylinder results in another smooth cylinder, up until the point where you twist more than the geometry allows, which is what you see in ...
You have an hidden internal face.
Doing Search (F3) > "Select Non Manifold" reveals the problem:
In this case, all you need to do is to remove the face: X > "Faces".
Note: if you use the Bevel modifier with "Clamp Overlap", it probably works, without the need to fix the topology. But this is a bad practice as you can then easily forget ...
Central faces selected: Loop Tools > Circle ( or Space Bar > Circle )
Delete appropriate faces
Bevel Modifier, angle-based, (not catching curve), Segments:2 Profile:1
(Close-up of bevel result)
A Gothic vault is usually the intersection of Gothic arch prisms. For the basic shape:
Starting with a quarter of a circle, Z up, X accross, snap set to Vertex' and'Active'
Duplicate the vertex on X=0, drop it in Z, to give something to snap to
Under a mirror modifier in X with 'Merge' and 'Clip' checked, select all the vertices on the arc with the desired ...
There is currently no way to have multiple materials using a single curve and a profile object.
You could have a single material containing 2 different shaders, but you would need a way to separate what material is for what part of the object. One way to do that would be to use a bevel object curve composed of two separate splines inside. You could flip ...
This is really a subjective topic and I don't think it can be answered with 100% certainty for you. Some high-level modelers will use sub-d's on a model like this, while others will not; it just depends on the the person and not necessarily the model, although the model itself is a factor.
You also have to consider how the model is going to be used: Is it ...
In general you want to change the curvature of the corner from the square face to something more rounded. One method to get there is to make corner vertices as if they were inset and bevel the result.
Start with the square face in the corner.
Select both vertices in the inner and in the outer parts of the corner. Use the Connect Vertex Path tool with J to ...
Yes. No. It depends.
Objects with bevel are indeed more realistically looking and as probably you know by now, there is not a single known object perfectly sharp. Even sharpest knife in some tremendous magnification will show some "bevel" on its edge.
Question is, when do you need to show it. Firstly lets get trough most commonly used bevel cases.
This is rather easy to do.
Just add a Simple Deform Modifier.
Set it to Bend and select the right axis.
Enter the desired angle (it's 45° by default)
In this case bending along the Z axis doesn't work as expected.
To make it work, rotate the object's origin by -90°, or use an empty rotated by -90°.
Thanks to @lemon, @plem and @robin-betts for ...
Check the curve radius property.
Under edit mode each vertex has a Radius value that acts as a scaling factor for the bevel width. If the bevel width is 9 unit, and bevel 0.5 then you will end up with a bevel of 4.5 units. It will also affect the scale of bevel objects.
You can control per Vertex Radius from the Properties Shelf in Edit Mode under the ...
This will be our shape (profile) needed for beveling main neckles.
You can create it from Add > Curve > Circle and:
Rotate it on X axis by 90 degrees.
Go to Front Ortho view.
Select half of it.
Press V and select Vector.
Move middle point to be even with top/bottom ones (you can use Snap to Vertices).
Go to Object Mode.
I have similar problems and I really miss nondestructive booleans, but your's is kinda easy to fix.
Let's say you have this ugly topology here:
If you still have the original scanned mesh in place, you don't need to do this: Select all the tris, duplicate them and separate them into their own object. Then extrude and scale both rims to have more surface ...
A subdivision approach would be to let Catmull-Clark do your bevelling
Start with a level of subdivision lower than the one you want to wind up with, and cheat if you can: choose the number of segments in your sphere to fit your chimney profile nicely. Retain a highly-subdivided copy of the sphere in the same place, as a future Shrinkwrap target. Hide it if ...
..Expanding on @francois gibon's answer..
in Vertex Mode on the corner-vertex, AltD duplicate it, dragging slightly in the direction of interest, and right-clicking to cancel the move. (Don't deselect)
GG slide the duplicate vertex along the edge to the point you want the bevel to stop.
Repeat for the other direction(s)
CtrlShiftB bevel the corner with '...
You need to do two things.
Add more Bevel segments, so the shading works properly
Add the Subdivision Modifier to "smooth the outline"
(There's no need for the Weighted Normal modifier.)
I'd also strongly reccomend, that you make your model all quads.
Most of your problems are caused by n-gons.
To keep your corners sharp, add more geometry ...
You can add a shortcut in Edit Mode using the bar at the bottom of the 3D view.
The button in the menu for Edge Bevel Weight is under Mesh ‣ Edges ‣ Edge Bevel Weight.
Right-click the button and then select Add shortcut from the popup menu that appears. You can also do this with any other item in the menu or the toolbar on the left.
Also notice that the ...
From what I have gathered researching, no, it is not currently possible in an automated way inside Blender.
For what it's worth, it would not be hard to implement a solution for this in Blender. I ended up implementing a solution in a Unity AssetPostprocessor instead since that's what I'm familiar with.
The approach I took was to calculate smoothing (...
I don't think the diamond shape is so weird, but you can do the following:
Keep your beveled initial setting:
Select the 'diamond' parts
Subdivide using W
Select the resulting vertices
Scale except along the Z axis (if you are in top view): S then ShiftZ to deselect Z
Adjust grabbing to the wanted location
Remove doubles using W
You can also use the Spin tool (⎇ AltR):
Align the view with the axis around which you want to spin/bend.
Place the 3D cursor level with the edges you wish to start and stop the bend at (you can use snapping if you need to be really precise, but I rarely find myself needing to).
Press ⎇ AltR and adjust the angle and segments as needed.
The bevel object, used to bevel a curve, follows the curve's scale.
So if the scale of the curve is not homogeneous, the bevel object will appear unevenly scaled itself. To correct that, use CtrlA then 'scale' to keep the shape of the curve, and set all scaled directions equal to 1.
but bevel ( the destructive operator ) can do some cool stuff too.
make a cylinder, use the Knife tool (K) to cut a line at the right angle through the cylinder.
Press Z to set the mode to "cut straight through".
to make a straight cut: left click the start location, double left click at the final location to end the cut line. Hit Enter to finalize the ...
You can set different bevel widths using edge bevel weight.
Set default edges at 0.5 bevel weight using CTRL+E - Edge bevel weight and "red" edges at 1.0. When in modifier settings increase width twice and set limit method as weight
You can also get an artifacts because of using subsurf after bevel. But, its easy to fix:
DISCLAIMER: If you want faces, created by chamfer to be flat, this won't work for you.
As far as I know, there isn't any way integrated into Blender to do this, but you can do it really simply yourself.
If you have three edges coming together, select two of them and do a regular, one segment bevel (Ctrl-B) and remember the offset value (0.2 in my case). ...
You can simplify this by manipulating a straight object by hand and use a curve modifier. It is much easier to change this not bended object using your favourite technique like sculpting, lattice, skin or completely by hand in edit mode.
Let's start with a curve.
I will then create a linear extrude and give some variation in the cross section. In this ...
One of your face is reversed, you need to recalculate the normals (in Edit mode, select all and ctrlN).
I guess it messed up with the bevel because bevel uses the orientation to create the bevel profile, so two faces with opposite normal orientation > bug.
Anyway, here is a way to do it: