WEBVTT

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The bevel tool is very helpful in 3D modeling because it allows you to keep the realism in your hard edges.

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In real life, no edge is perfectly sharp like it is in the flat shaded cube that we have here for example.

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Because no edge is perfectly sharp, most of the time you're going to want to bevel it in some way to keep the edges hard but realistic.

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So let's demonstrate what beveling is.

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There are two ways to bevel.

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You can either use the bevel tool in edit mode, or you can use the bevel modifier.

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To use the tool, simply select the tool in the quick tools menu on the left while in edit mode.

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Let's go ahead and hit A to select all of our mesh.

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Then left click drag anywhere in the viewport to begin adding a bevel to your selection.

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Let go of left click to confirm.

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For hotkey users, you can press Ctrl B.

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As usual, right click to cancel and left click to confirm.

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Like many tools, after you confirm the action, an operator panel will appear in the bottom left.

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This gives you several more settings to tweak before finalizing the action.

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For example, you can change the width type, which are simply different ways of calculating the amount of bevel.

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The width is the value you can left click drag to adjust the bevel amount.

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As for segments, this setting lets you change the resolution of the bevel.

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As the more segments you have, the rounder your corners can be.

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And profile adjusts the curvature of your beveled edges.

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Checking vertex only option will only bevel using vertices instead of edges as the source geometry.

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This will look very different but can be helpful for certain situations.

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For hotkey users, you can also press Ctrl Shift B instead of Ctrl B to access the vertex only bevel directly.

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Most of the other settings are perfectly fine at default values,

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but material is a very powerful one that I want to talk about real quick.

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To demonstrate what this does, let's go ahead and add a few materials to our object

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by pressing the plus key in the materials tab of our properties editor.

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We can then change the color of each material and set our viewport to rendered mode here.

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Let's go ahead and bevel the mesh once more in edit mode and open the operator panel.

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The material index allows you to use a different material in your object material list to do cool things like this.

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The material index is correlated to the material's position in the list.

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Another way to bevel is with the bevel modifier.

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Simply go to the wrench icon for the modifiers tab and select bevel modifier from the dropdown menu.

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You can see that this has very similar settings as the bevel tool operator panel.

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One important setting that differs is the limit method.

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This is how you can set the threshold for when the modifier should bevel your mesh.

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For example, by default the limit method is none,

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which means it will indiscriminately bevel every edge loop or vertex in your mesh.

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However, if you limit by angle, you can specify to only bevel corners that exceed a certain angle.

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To demonstrate this, if we give this mesh a more varied shape,

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you'll notice that changing this value allows us to selectively bevel certain corners, but not others.

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On the other hand, weight and vertex groups allow you to handpick which corners get beveled.

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As with all modifiers, the bevel modifier is non-destructive,

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allowing you to work with your original mesh while still having bevel applied on top of your edits with no consequence.

