Mesh won't bevel
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I have two identical objects (at least I cannot find a difference), but one can be beveled, the other not. Any idea why? I already looked for double vertices.
The blender file (version 2.8) can be downloaded here:
https://www.dropbox.com/s/uovs29ujbbzw6tr/TestKey.blend?dl=1
modeling mesh modifiers editing bevel
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up vote
8
down vote
favorite
I have two identical objects (at least I cannot find a difference), but one can be beveled, the other not. Any idea why? I already looked for double vertices.
The blender file (version 2.8) can be downloaded here:
https://www.dropbox.com/s/uovs29ujbbzw6tr/TestKey.blend?dl=1
modeling mesh modifiers editing bevel
add a comment |
up vote
8
down vote
favorite
up vote
8
down vote
favorite
I have two identical objects (at least I cannot find a difference), but one can be beveled, the other not. Any idea why? I already looked for double vertices.
The blender file (version 2.8) can be downloaded here:
https://www.dropbox.com/s/uovs29ujbbzw6tr/TestKey.blend?dl=1
modeling mesh modifiers editing bevel
I have two identical objects (at least I cannot find a difference), but one can be beveled, the other not. Any idea why? I already looked for double vertices.
The blender file (version 2.8) can be downloaded here:
https://www.dropbox.com/s/uovs29ujbbzw6tr/TestKey.blend?dl=1
modeling mesh modifiers editing bevel
modeling mesh modifiers editing bevel
edited Nov 26 at 11:28
Nicola Sap
5,07211443
5,07211443
asked Nov 26 at 10:53
Chris S.
433
433
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1 Answer
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You have an hidden internal face.
Doing Search (F3) > "Select Non Manifold" reveals the problem:
In this case, all you need to do is to remove the face: X > "Faces".
Note: if you use the Bevel modifier with "Clamp Overlap", it probably works, without the need to fix the topology. But this is a bad practice as you can then easily forget that your topology needs to be fixed, and the problem can resurface later (boolean, sculpting, 3D printing, UV unwrapping)
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
10
down vote
accepted
You have an hidden internal face.
Doing Search (F3) > "Select Non Manifold" reveals the problem:
In this case, all you need to do is to remove the face: X > "Faces".
Note: if you use the Bevel modifier with "Clamp Overlap", it probably works, without the need to fix the topology. But this is a bad practice as you can then easily forget that your topology needs to be fixed, and the problem can resurface later (boolean, sculpting, 3D printing, UV unwrapping)
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
add a comment |
up vote
10
down vote
accepted
You have an hidden internal face.
Doing Search (F3) > "Select Non Manifold" reveals the problem:
In this case, all you need to do is to remove the face: X > "Faces".
Note: if you use the Bevel modifier with "Clamp Overlap", it probably works, without the need to fix the topology. But this is a bad practice as you can then easily forget that your topology needs to be fixed, and the problem can resurface later (boolean, sculpting, 3D printing, UV unwrapping)
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
add a comment |
up vote
10
down vote
accepted
up vote
10
down vote
accepted
You have an hidden internal face.
Doing Search (F3) > "Select Non Manifold" reveals the problem:
In this case, all you need to do is to remove the face: X > "Faces".
Note: if you use the Bevel modifier with "Clamp Overlap", it probably works, without the need to fix the topology. But this is a bad practice as you can then easily forget that your topology needs to be fixed, and the problem can resurface later (boolean, sculpting, 3D printing, UV unwrapping)
You have an hidden internal face.
Doing Search (F3) > "Select Non Manifold" reveals the problem:
In this case, all you need to do is to remove the face: X > "Faces".
Note: if you use the Bevel modifier with "Clamp Overlap", it probably works, without the need to fix the topology. But this is a bad practice as you can then easily forget that your topology needs to be fixed, and the problem can resurface later (boolean, sculpting, 3D printing, UV unwrapping)
answered Nov 26 at 11:21
Nicola Sap
5,07211443
5,07211443
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
add a comment |
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
Thanks Nicola! This is something I would have searched forever, as I had not yet heard about this function.
– Chris S.
Nov 26 at 13:58
add a comment |
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