View Full Version : Need help with beveling my logo

04-20-2006, 08:36 PM

I am new to lightwave but have been working in 3D Studio Max for a while but and working on getting to know lightwave. I have imported a logo from an Adobe Illustrator Vector file. The import came in pretty good.


Now when I try to bevel the logo I lose face.


I am trying to get this effect.


Can anyone h elp me?


04-20-2006, 08:41 PM
I'm not entirely sure whats wrong here, but it looks like you have the entire logo as one big n-gon, and that may be the problem. See if you can divide it into tris or quads, and then try again. If that's not the problem, I'm not sure what is... but someone else probably does, so I guess we'll see :)

04-20-2006, 08:56 PM
Thanks I will see if I can figure out how to divide it into quad's or tri's.
Here is what the vector I imported looks like.


Thanks alot

04-20-2006, 09:02 PM
after you extrude to your thickness, the easiest way to do that is to highlite the sides and NOT the face.do your beveling there as they are all quads and you won't get crossed vertices unless you go to far on those tight spots.

04-20-2006, 09:34 PM
I have highlighted the quads and am trying to use the bevel command on those edges but does not seem to be working. But thanks for your imput it's greatly appreciated!


04-20-2006, 09:39 PM
I do find if I use the number function in the bevel that if I keep the shift at 25 mm and the inset of 2 mm it does bevel it but too small.

04-20-2006, 10:40 PM
hmmm, I was thinkin wrong, bevel will give a serrated edge (beveling each poly individual) try smooth shift in the numeric panel.

04-20-2006, 11:26 PM
I do find if I use the number function in the bevel that if I keep the shift at 25 mm and the inset of 2 mm it does bevel it but too small.

In cases like this one I'd either:

Manually drag out the crossed over polys. Time consuming, but very effective, and gives the most control.

Cheat by using TB's Edge Bevel Shader (http://home.att.ne.jp/omega/tabo/3dlabo/p_lwp.html), which can work very well.

04-21-2006, 04:24 AM
Bevel backwards to avoid the crossed points (bevel back and out, then straight back instead of extruding, the selecting the front face, and beveling that in and forward). Then, where you've got the random holes in the large n-gon (if the above doesn't avoid that), select a couple points and split polygon. Keep splitting until the holes go away. The poly doesn't have to be all quads or tris, but it does have to have a logical flow to it, if that makes sense.

04-21-2006, 04:32 AM
Bevel++ No more crossing bevels..Lookfor it on Flay.

04-21-2006, 10:33 PM
Thanks Maxx I tried what you advised but it just did not work out. This is what I get for having such a complicated sharp logo. If i only slightly bevel it it works just fine but it's not beveled nearly as nice as I am trying to get it. Perhaps I will play with importing that actual vector at a 1.0 as opposed to a 0.01. I tried futzing around with reducing points but it did not seem to work very well.

Thanks SCS5 I did get ahold of the bevel++ in hope that it would do what I was hoping. and for the rough import of the vector it worked j ust fine actually. But when I tried do one with either fine or standard it crashed out the modeler after crunching for about 5 min. I also tried a little pluging called RASP (did not work either. I have decided to see if vertibevel can do what I am wanting lightwave to do with this logo.

Thanks Prospector I tried the smooth**** approch but it does not seem to do the trick either. I really appreciate all your help thank you so much for your time and advice.

04-21-2006, 10:38 PM
Sorry forgot thanks to sharky

I think I will probably use the plug-in as I am pulling my hair out on this. I really appreciate your time and advice thank you so much.


04-22-2006, 11:22 PM
Well it looks like I got it. Took Cutting the body in half and then using VertiBevel but is seemed to do the trick. Thanks so much for all of your help!

04-23-2006, 12:55 AM
What I'd do is cut the edge polys in half (BansawPro or summat!) then edge bevel the new edge untill the edges were right out at the edge of the edge polys. Does that make sense? It's two steps but they're quick, simple and reliable! :D