How can I bevel the edges of my model

I made a coin after I managed to get the boolean modifier to cut the text, getting a smooth edge was a problem I tried many things I even increased my coin vertex count to 6m tris but the edges are rough I know there is a proper walkaround but don’t know how to get there

am ready to start from scratch if someone can point me in the right direction

Because there is no “clean” margin edge you can not simply bevel it. If you use some good retopology tool which produces a clean model with proper loopcuts at the connection between text and coin then you may do so.

If your text does have a clean edge then you might reconsider to re-connect it in a “proper way” manually.

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First image tells the tale, you need clean loops around the text you’ve cut in.
I can see the edges terminating into triangles around the rim, so that’s why you get this problem.
In fact the “saw” pattern in the other images are just more exaggerated examples of the same problem.
You need clean edge loops and probably support loops as well in order to get a good result, there are many ways of achieving this from manual solutions to add-ons.

Have a look around for boolean clean-up tutorials for more information.

while good topology is always a plus, it isn’t a MUST,
have you considered using the “Remesh” modifier? and then combining it with the corrective smooth modifier?

OKAY please if you have any tutorial links that would be great
but when I turn on shade smooth by angle it fixes the problem but introduces sharp edges

NO, I don’t really care about good topology since it will not deform, and it’s not a game-ready model.

should I use Remesh on the 6m vertex model?? then corrective smooth modifier ??

absolutely, then use a smooth modifier, to soften the edges, and then you can use a decimate modifier to lower the poly count to something that you can work with.

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okay I guess I will start from scratch, so I can get a low poly count

after boolean then remesh then corrective smooth modifier ???

no dont start from scratch :laughing:

take your 6m verts mesh —> add to it a remesh modifier (this will, well, remesh, the model from scratch, the lower the voxel size, the more accurate the remesh will be)

then you add a smooth modifier

then (optional) you add a decimate modifier

or if your still confused, just upload the file here and ill show you what i mean

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Since the coin part is planar… extrude the curce to make soem good topo at the curve border like so:

I am quite confused let me upload the file for you
I still can’t believe something as small as a coin is giving me a hard time

The problem is the way you made it, not the task itself. Working with booleans results most of the cases in a useless topology. What you could try is a knife project. you basically take the text, and project the lines onto your mesh. you can then delete the faces of the text, create and ngon, inset it a little and push it in, then extrude again. this kinda makes a bevel, but its limited by the ngon.

If you want to work with booleans, you could try to think ahead and kinda model the beveled corner into the object you want to use to cut.

Anyways, in this case I’d really recommend to start from scratch.

knife project that’s new to me I have zero knowledge about it

thats the link to the blend file

Never uploaded to google before, tell me if you manage to download it:

okay i have requested for access just know

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Try the Smooth setting again

add…

Bevel cannot be applied to current modeling.
The amount of mesh can be used to work with Sculpture. This is impossible with normal modeling.

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wow its perfect i just have to apply all modif so I can unwrap and texture the inside