
Modeling Bevel And Subsurface Makes Concave Corners Weird Blender I noticed that the final result has some undesirable edges along the side of the model. to fix this, work the topology like so: select these edges; add a bevel; work the topology by dissolving edges and merging vertices to look like this. I'm trying to make a simple lego brick with smooth corners. i modeled the basic shaped and made it a little bit smoother by using the bevel modifier and to make the stud rounder i applied a subsurf.

Modeling Bevel And Subsurface Makes Concave Corners Weird Blender You have partially the right idea with your bevel placement, but you should have them form quads and make sure the resulting edges flow correctly down the cylinder’s sides. if you undo your bevel and bevel it less extremely, you should be able to see the triangles that form around the corners of that cutout. Hello everyone, i was building a box and wanted to bevel its edges, but when i went to do so, the beveled corners turned out to end pretty ugly, they weren’t perfectly round corners but had like a waev shape to them. i tried beveling a regular cube and it worked fine. i thought it might have been the topology of my box, but redid it, and it. What you need to do is to set the bevel weight to one (blue edges in the picture below) on one edge or edgeloop that originates from the problematic area. this will make the geometry around the edge flow to a new direction, preventing the subsurf modifier to pull geometry over the concave edge's vertices. I’m trying to bevel a 3 part corner and then use a subsurf modifier on top (i need the subsurf for a curved part of the mesh). whenever i turn on the subsurf, the verticies above the corner are stretched over the corner. i’ve tried all combinations of creasing, rearranging, everything. i have no idea why this is happening or how to stop it.

Modeling Bevel And Subsurface Makes Concave Corners Weird Blender What you need to do is to set the bevel weight to one (blue edges in the picture below) on one edge or edgeloop that originates from the problematic area. this will make the geometry around the edge flow to a new direction, preventing the subsurf modifier to pull geometry over the concave edge's vertices. I’m trying to bevel a 3 part corner and then use a subsurf modifier on top (i need the subsurf for a curved part of the mesh). whenever i turn on the subsurf, the verticies above the corner are stretched over the corner. i’ve tried all combinations of creasing, rearranging, everything. i have no idea why this is happening or how to stop it. I always get this weird behavior for "inner" corners when i use subd mod over a bevel mod. look at these examples. i generally find some solution by adding loopcuts or merging verices after aplying the bevel modifier, but i have no universal fix for this. and just logically looking at it, i can't seem to understand why does this happen. I wanted to bevel a corner of a rounded mesh but it glitches out. i checked for duplicate vertices with "merge by distance" in edit mode but this didn't help me. the problem is, that you have a lot of long, stretched out faces on the top of the model. not something you want to have, in general. Check for extra faces or vertices between the vertices, check the normals (blue red), check eevee sss settings because there's settings to change there, change the rendering engine from eevee to cycles and see if the issue persists, and if none of that worked, try opening the file with an older or newer beta version of blender. I'm using bevel modifier set to weight, and a subdivision modifier below it. heres an even more zoomed in view of it imgur a bznt9xg. it's weird, i tried doing it again and now i got no artifacts. could it be that i didn't have the same bevel mean weight on all the edges and it caused some problems?.