Text + Extrude + Bevel + Boolean = Fail!
So I have a piece of text which has been extruded and beveled. The problem is that any concave seam in the text results in overlapping faces. This normally wouldn't be a problem, except for the fact that I'm trying to use this text to subtract geometry from another mesh. The overlapping bits cause some strange behavior with the boolean modifier.
So my next thought is, how do I fix the mesh to eliminate the overlapping faces? Surely there's an easy, automated way to do this? Well my first attempt was using the smooth modifier. But then I realized that the top of the text wasn't even connected to the bevel or sides, as if it were a lid on a pickle jar. So the smooth modifier basically destroys the whole thing.
So my next though is, how do I attach the top and bottom of the text to itself? Surely there's an easy, automated way to do this? Spent about an hour trying to figure this one out and gave up.
So then I get a brilliant idea! I'll subtract the text *before* beveling it! My first attempt fails miserably because I tried to cheat by using the subdivision as my bevel tool. Ok, I kinda understand why that didn't work. And then I tried the Smooth. I didn't expect much better results from that either.
So then I try to make the mesh editable so that I can add the bevel manually. I was REALLY trying to avoid this because I want to reserve the ability to change the text on-the-fly. But the loop select doesn't work anymore because the algorithm isn't smart enough to select loops on the inside of a concave object. And there's no way in hell I'm gonna go around one-by-one selecting hundreds of edges.
Can anyone please tell me how to perform this seemingly simple task while avoiding these terrible nuances?
So I have a piece of text which has been extruded and beveled. The problem is that any concave seam in the text results in overlapping faces. This normally wouldn't be a problem, except for the fact that I'm trying to use this text to subtract geometry from another mesh. The overlapping bits cause some strange behavior with the boolean modifier.
So my next thought is, how do I fix the mesh to eliminate the overlapping faces? Surely there's an easy, automated way to do this? Well my first attempt was using the smooth modifier. But then I realized that the top of the text wasn't even connected to the bevel or sides, as if it were a lid on a pickle jar. So the smooth modifier basically destroys the whole thing.
So my next though is, how do I attach the top and bottom of the text to itself? Surely there's an easy, automated way to do this? Spent about an hour trying to figure this one out and gave up.
So then I get a brilliant idea! I'll subtract the text *before* beveling it! My first attempt fails miserably because I tried to cheat by using the subdivision as my bevel tool. Ok, I kinda understand why that didn't work. And then I tried the Smooth. I didn't expect much better results from that either.
So then I try to make the mesh editable so that I can add the bevel manually. I was REALLY trying to avoid this because I want to reserve the ability to change the text on-the-fly. But the loop select doesn't work anymore because the algorithm isn't smart enough to select loops on the inside of a concave object. And there's no way in hell I'm gonna go around one-by-one selecting hundreds of edges.
Can anyone please tell me how to perform this seemingly simple task while avoiding these terrible nuances?
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