That might do the trick as well :-) Maya 2016 Extension 2 and 2017 both have the most amazing bevel i've every seen.They have this behavior by default,and they method seem to be doing an inset on all the corners that i previously showed.Too bad the bevel fails at complex N-Gon shapes.
No problem ! There are more Max users in this thread then Maya users so it's always great to see solutions for both users ! :) I'm going to hijack the discussion a little bit too ^^ Looking at the bevels 3Ds Max produces i noticed a few "triangulated-corners" on the bevels that produce a kinda "meh" result.Maya 2016 also…
Kind of both.It's a layered effect that creates an inset on all hard edges,and adds a bevel on top of it.You can deactivate both,or have one of them. Btw,if you're using Maya 2016,the latest extension has the solid bevel you where looking for so long :p…
the script (that i showed in the GIF) basically does : select all hard edges, split faces at hard edges,inset all faces (will create some nice borders for the bevel to properly work) by the desired amount and bevel the hard edges of each group of faces. It is basically like some sort of chamfer by smoothing groups but…
cunning - I like it Problem 1 (which I will be ignoring) is that quad chamfer always gives you a pole at a corner vert like that so topology is never going to be as pretty as your example without bevelling one loop at a time. Problem 2 is that you can't tell Max to make an edge hard, you have to set smoothing groups on the…
I hope this isn't a hijack - please delete and accept my apologies if it is. Because I am bored and hungover I thought I'd take a look at this in max and see if I could achieve the same results just using modifiers It turns out you can't but since I'd gone to the effort I thought I'd document the process. You can get close…
@poopipe in your example you seem to be beveling all the corner edges,which isn't very productive in this case because not all of them need a bevel. Let's just recap the filter to get these edges : We need them inside the inset area and we need them to be connected to one vertice that is connected to six edges. Now once…