Hello everyone,
my first post here, i could not find the answer elsewhere but maybe i’m not that good at searching…
If the solution is already been posted please link me the topic…
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after making a detailed post about my problem i discovered that i can only put 1 image .-.
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is there any way to have the intersection of those bevels rounded instead of connecting in 1 point?
Bevel is a very destructive workflow, its really easy to bevel something, but a lot more difficult to unbevel it, so dont do it unless you know for sertain that you wont have to go back and make any changes. If possible, experiment with the bevel modifier.
Anyways, i cant seem to identify your problem. To me it seems pretty smooth by just doing regular bevels on top of bevels. All though this is not the ideal workflow, it seems to work just fine.
Hi!
thank you for your reply…
I used the bevel modifier and try to play around with the parameters to get rid of a problem i have modeling the plastic cap of a coffee cup…
Here i “simplified” the topic because i noticed those “spikes” when i have a vertex on a surface not followed by a beveled edge (it’s difficult to explain with words )… in the picture i posted those 3 points are of this kind.
Maibe is better if i show you the original problem
in that point i have the same situation of the cube i’ve shown you before…
What i thought is “if the bevel move around that vertex making a round it would be better…”
ill upload the blend file too so you can better understand where i’m wrong :)
Given this geometry, which looks pretty good to me, I think I’d start with a few ring-divides around the top of the cup and also just below the rim: say, cut that top-ring in half or in thirds, and also cut in half the ring below the rim. “Where you need detail, add a little geometry.” Then, something as simple as Smooth might be able to help you.
It bothered me too and I tried to fix it. The conclusions are that 1) you need more dense and square faces around those poles.2) use just one modifier, bevel or subdivision, then control the hardness with bevelweight or crease value for subd. I hope to remember myself next time
so i have to start from a realy dense mesh… i mean the cylinder i start from should be at least 32 vertex?
Or is there any way to work with a lower number of poly, then subdivide keeping the “cylindrical” shape without manually move all the points?
In a more complex model this can became a hell really quickly
Here I subdivided and aplied Looptools Circle comand and Relax on edges to reestablish the smooth flow. Having your good topology helped. All this can be left at the end. Depending on workflow you can either simplify flat surfaces and remove unnecesary loops to have a final lighter model or keep both high and low poly(your original) and go for the adventurous road of baking the normals. In my experience the acception of “low poly” is almost never the lowest poly.