Using the BEVEL MODIFIER in Blender – Blender Modifier Tutorial

https://youtu.be/-YAf27WUWvc

By The CG Essentials

Are you tired of your models looking “fake”? Well, the bevel modifier in Blender is what will make them come alive. It can give a great deal more realistic look to any 3D object by making things less synthetic than they were before!

MORE BLENDER MODIFIER TUTORIALS
https://www.youtube.com/watch?v=g3DFxH0N7U0&list=PL0LADxPpmXN6jgR3wLzPia4_64Hz4gE3H

A bevel is the most simple way to create 3D objects. Imagine you wanted to make an object that has planes on both sides of it, but not in any particular orientation – like a cube for example (the easiest type of polyhedron). The first thing we need are two pieces: one side where all four faces meet at each corner and second this smaller square which should match up exactly opposite ours so they share their edges equally between them

Bevel modifier makes any three-dimensional object easier to modify. It’s unique design enables the bevelling of every edge and vertex in an object with just one tool!

Beveling is an incredible way to add extra depth and dimension. It’s also simple! The first step: take all your edges, bevel them off at a 90 degree angle so that they’re flat on one side then continue this process until all other sides are just as smoothly incurved into each other like waves crashing together.

The Modifiers Chapter: Bevels and FilletsTheoffset modulation controls the width of a bevel, determining how far it extends off your shape’s surface into another object or face you’re working with in modeling software like 3ds Max., verts/polygons can have different depths depending on their settings–in this case we’ll set both but only show one so as not clutter up our screen too much! Options include length-, percent-based offsets (so they vary from 0%-100%), also there are special buttons related specifically to segments which determines if each edge will create multiple segemented lines when welded together after placing them onto objects etcetera.; material changers allow us change colors schemes.


If you don’t overlap your faces, it can get messy. If we bevel this extruded circle with an angle limit set to only edges over a certain degree will do the trick! This process is known as “bevelling” or “beilling for short and there are many reasons people would want/need their models have this done. One reason being so they may control where geometry gets cut by limiting which surfaces require special attention based off its orientation within three dimensional space.