In this video, we’re going to talk about how to use the bevel modifier in Blender to round off your edges in your models! This can be key for making your models more realistic, as a slight bevel makes things look less “fake” in a 3D sense.

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

Let’s start by taking a look at some of the functions contained inside the bevel tool using the most simple example – a cube. When we apply the bevel modifier to the cube, the first thing you’ll notice is that it applies to all the edges and vertices in the object.

At its base level, the bevel modifier will take all the edges in the object and bevel them off. See how you get flat faces on all the vertices and the corners?

Now, let’s look at some of the ways we can modify the bevel. Offset – controls the width of the bevel, or how far the bevel goes Note there are options for beveling based on offset length, object width, percent, and more.

Check only vertices to only bevel corners Segments – controls the number of segments created – more = more curved, less = less curved Profile sets if your bevels go in or out Material allows you to apply a different material to your bevels than your base faces,

Now, let’s look at some other situations/examples Notice that if you apply a bevel modifier to a shape like our two boxes here, it bevels both the outer and inner edges – good for creating transitions. Clamp overlap will keep your faces from overlapping – if you don’t do this, it can get messy.

If we bevel this extruded circle, notice that it’s also beveling the intersecting edges in the middle and creating a lot of extra geometry? You can limit this by changing your limit method to “angle.” This will set it so only edges over a certain angle will be beveled, letting you control how things are beveled.

That’s a general overview of the way the bevel modifier works. Now, let’s discuss a bit about some of the reasons you’d use a modifier instead of the actual bevel tool.

Actual tool – creates the actual geometry in your model. Highly helpful for when you need to use the bevel tool to add loop cuts. The modifier, on the other hand, doesn’t add geometry. If you select the object and hit the tab key, you can see the original geometry.

Modifier – keeps things simple. You can go back and edit your original geometry and your beveled shape will adjust along with it.