Hi @Ometecuthli
If all you’re after is a slight smoothing to the edge and not an actual bevel, the post following this may have a simpler solution.
For an actual bevel, you can do this at low poly with spot modeling, but not with a bevel operation in ZBrush. A single edge cannot be beveled with a bevel function, because the points would converge at each end, resulting in no bevel. You would need at least a single point in between the two end points to produce any effect. Even if you could, you may still find you need more deliberately drawn topology than a bevel operation would produce to avoid smoothing issues.
Remember that your question is not as simple as it seems because of the smoothing concerns in this curved surface scenario. I can’t simply answer it without addressing the problems you’ll face as a result. Low poly modeling is a distinct skillset, and the most honest answer to your question is that to do this at low poly you will need to develop some finesse as a low poly modeler. A low poly specialist or an instructional course would probably serve you better than I will here.
So the way I have gone about doing this is as follows. There are many ways to slice this sort of feature in, but of the options I tried this resulted in the least amount of cleanup work:
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Mask your mesh, and hide the backfacing polygons (not pictured!). You are going to use the SliceCurve brush, and this will cut through the other side if they are not hidden. The masking protects the polygroups from changing, but will not stop the mesh from being sliced. However, it’s important to have the polygons you will be altering fully visible. Slicing through the edge of a visible polygon into a hidden polygon will cause problematic, barely detectable polygons slivers to be created along that edge.
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Unmask your mesh, and use the Point> Stitch > To Endpoint option to stitch the mid point in the edges that were created in the adjacent polygons to the corner, eliminating the extra polygons there.
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Delete the corner polygons. Then use the Edge> Bridge> Edges function to draw a new square polygons from one edge of the corner to the other, leaving only a triangular hole on the surface of the sphere. Use a Close Hole function to fill that in–Geometry> Modify Topology > Close Holes, or an Edge > Close function in ZModeler. Assign the newly created polygon to the sphere surface polygroup.
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Important! Check the mesh with Tool> Geometry> Mesh Integrity> Check Mesh for any issues, which is always a good idea after creating new topology in ZBrush. If you did everything the way I described there shouldn’t be any issues, but it is possible to create problem geometry in this scenario, which would need to be fixed for the mesh to be safe to use.
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Use Tool> Geometry> Crease> CreasePG to automatically crease the borders between all polygroups. Then switch on Dynamic Subdivision to preview how the mesh will smooth when subdivided to look for problems in the surface. Assigning a reflective material will make surface distortions easier to spot.
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Our problem areas are going to be the the poles you created when you extruded the surface and converged the edges to meet at a single point on the curved surface. I inherited those in this scenario, but you may want to try and find another way to draw that topology. It may be helpful to slightly inset the area first. As I mentioned before, performing this work on a slightly higher resolution surface (subdivided once or maybe twice) would result in the surface being more forgiving.
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Sometimes simply sliding the points around to create edges at more forgiving angles will do the trick. Sometimes with a light touch, the points can be moved slightly in or out from the surface of the mesh to alleviate an issue.
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In addition, I created a pole on the curved edge which is going to be a problem. In this case I simply used the Edge> Spin function to rotate the edge into a less troublesome angle, but for the best results it would be best to eliminate this sort of join altogether, and attempt to create a couple of nice looking quads by drawing a new edge from corner point to corner point across the top surface of the extrusion.
- The end result is pretty clean looking, save for those two problem points in your scenario. The corner I modeled in actually looks much better than those. You may be able to find an even better configuration though.
Please understand, many of these issues are just part of any low poly modeling process with subdivision surfaces. When modeling at low poly, it’s important to understand how the base level topology is going to influence the smoothing process when subdivided. A low poly instructional course may teach you how to do this more effectively than I’ve done here. Likewise, a low poly expert may be able to share a more successful configuration for this situation.
Depending on the situation, a more ZBrushy way to go about this might be to create the topology of both shapes individually at higher resolution, clean them both with ZRemesher separately, then fuse them together with Live Boolean and clean the mesh again.
You can do this however you choose–low poly modeling, sculpting, Clip or Trim brushes, etc. It doesn’t matter how you start–ZRemesher is going to crunch it back down into cleaner, low poly topology that can be accurately creased. This is a skillset in its own right, but the general principles are:
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ZRemesh shapes at high target poly count to give it enough polys to work out the form accurately, then use the “Half” option to crunch it down progressively lower until ZRemesher can no longer maintain the form accurately.
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Use ZModeler to correct minor issues as they pop up , rather than chasing perfect results in a ZRemesher trial and error spiral.
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Pick one method for maintaining hard edges, and stick with it. I prefer using the “keep Groups” option with well defined polygroups, as clean polygrouping is extremely useful in all stages of ZBrush work, and they survive scenarios where creasing wont. It’s then a simple matter to use the Creasing> CreasePG option on the ZRemesher results to re-establish all your creasing with a single click.
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Sometimes polygroup smoothing is useful, sometimes it isn’t.
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ZRemesher generally does really well with simpler hard surface forms. Instead of producing a single complex surface with very fine details, it generally produces better results to develop the forms separately, and make sure both meshes have nice clean topology with polygons around the same size to minimize the number of extreme connections the Boolean process will produce.
In the following example (in which I exerted very little effort
), I created the two forms separately in which case it is a trivial matter to model the bevels you want, and cleaned the results of each with ZRemesher. I fused the shaped together with Live Boolean, and cleaned the results again. Subsequent ZRemeshes to reduce the polycount as far as possible to smooth the results and eliminate any higher resolution distortions that the mesh may have picked up (like a slight seam I accidentally introduced with a Mirror and Weld operation). Generally speaking, the fewer the points, the cleaner the curves when subdivided.
In the case that your output doesn’t require clean topology or polygroups, there are also many high poly sculpting options to produce this form on a curved surface free of the smoothing concerns you’ll face when working from low to high poly.
Good luck! 