Modo's edge bevel tool is a pain on low poly objects. It has been debated for years and Lux have simply ignored it which is a shame because I doubt that it will ever get fixed. Maya has nailed it btw !
The problem is edges that connect at 45 degree angles creates a mess:
Solution A increases the tri count and we want to avoid this as we are already increasing the tri count by adding more geo !!!
Solution one is the quickest way and many modo users do it:
remove all but one 45 degree edge on both sides:
This gives us 800 tris on this box:
Solution B requires more steps (4) but with a few scripts from Seneca the process is faster (Delete Half & Quick Mirror). The tri count is lower which is what we want:
Cut the mesh in half and delete the bad half and mirror the good half:
Add the 45 degree edge on both sides and remove the middle loops:
The result is almost the same with 96 tris less:
All done :poly121:
Cheers
Replies
Do you care to post your unbeveled file so we look from scratch and see for ourselves with the same geometry. I think there's a couple of bevel scripts out there for Modo so you wouldn't have to use the factory default.
As far as I know, the main issue with MODO's bevel is that it doesn't keep parallel edges at corners.
To be honest I've no idea how you got such a broken bevel but it seems like an order of operations problem rather than the bevel tool's fault.
a tool reset solved the disappearing corners
Thanks
but it does not work in every modelling situation
Select / Sharp
Maya corrects for that, so the beveled edges might not be the length you specified the bevel to be, but keep things parallel.
just use Maya.