@perna Do you also offer possibility of confession ? Anyway, I ll try to remodel and do what you suggested, altough I have no idea what modifiers you used there.
now the real question would be, why does your mesh have this density at that stage? wouldnt it be simpler to model with the minimum amount of faces now and subdivide later?
@PetSto , in terms of just topology, below are some standard approaches. The shape construction for this mesh is non-trivial though, if you want it mathematically perfect. The sphere section of the corner fillet has to resolve smoothly into the edge fillet. Would be interesting to see how people would approach that.
@musashidan , "topo cleanup" sounds trivial, but you're actually making very significant shape edits during that stage, not just cleaning topo. I'd be interested in seeing whether someone has a more accurate, efficient and ideally configurable way of approaching this shape.
@wirrexx , oh I don't really have an ideal solution to this problem. I mean, if we should allow for variable chamfer width along the edges and have that add up with the curvature of the corner, and also be able to have as many subdivisions as we want on the corner geometry and so on, it's a complex problem.In terms of earlier suggestions, I don't think anything with a huge manual cleanup stage or anything that gives wonky curves or bad aesthetics or bad shading should be in the running.The below basic boolean op requires zero manual cleanup or in fact any manual work whatsoever and the shading quality is good enough for most purposes. The curvature is clean. To change the width of the outer edge fillets you'd simply move the intersection points closer to the corner, along with a scale op if you want to actually keep the boundaries in the same places and so on (well, if it's all going to be uniform, just change the scale of the sphere in the boolean op).However you'll need another type of topology if you want yet another chamfer surrounding the triangle of the corner, which will be necessary if you need an exact style of chamfer on the edges.Yeah this got rambly, just writing this in a hurry, Saturday and all
@musashidan , "topo cleanup" sounds trivial, but you're actually making very significant shape edits during that stage, not just cleaning topo.
But to get rid of those stray vertices is something really fast, 2 or 3 clicks and they're all gone. It could be faster with a script thought, something like 1 click.
@perna so there wasn't a single stray vert from the boolean operation? Unusual in this type of intersection. Scaling the spheroid to allow a larger/smaller chamfer is definitely going to result in strays or verts that need to be collapsed/welded. Also, if changes down the road meant maybe one of the chamfers needed to be wider then the perfect curve would need to be manually tweaked.
I'm not arguing that doing it by hand or 'eyeballing' is better in any way. I'm just surprised that you had zero stray verts. Personally, when I'm modeling, a lot of the time I'm plowing through the work, trying to get piece after piece done within a certain time. I'm not saying I'm sloppy as I'm rather ocd but by 'eyeballing' I mean trying not to obsess or spend too much time noodling or tweaking things that won't really be noticed for the asset purposes. I've learned over the years that I've wasted far too much time on small things that don't matter all that much in the end. I'm not using what we're talking about here as an example as I'm finding it interesting, I'm speaking generally.