The 3D Handbook
Topic

Bevels and chamfers

Small cut or rounded strips along a model's edges that catch light like real manufactured edges; built with geometry, baked from a high poly, or faked with a bevel shader.

modelinghard-surfacebevelshading

A bevel (or chamfer) replaces a sharp edge with a narrow strip of faces. A chamfer is usually a single flat cut; a bevel can have several segments that make a rounded profile. On game assets, bevels exist mainly to catch light: "Perfectly sharp computer-generated edges often look unnatural", and small edge radii catch highlights and define form (GarageFarm blog: Hard Surface Modeling in Blender).

Two bevelled cubes; the left shows shading gradients on its flat faces, the right has clean flat faces.
The same bevelled cube twice. Left: plain smooth shading, so the large faces pick up gradients from the bevels. Right: Weighted Normal modifier (face area) keeps the big faces flat and pushes the shading change into the bevels.Rendered in Blender 5.2 (Cycles) by the handbook author

#How real edges catch light

No manufactured edge is truly sharp. Machining, casting, paint and wear all round it slightly. That tiny rounded strip faces in directions neither neighbouring face does, so at some angle it reflects light toward you. You see it as a thin bright line outlining the form.

A mathematically sharp edge in a 3D model has no width, so it never reflects anything on its own. The two faces just meet. You get a hard, often aliased, line where the shading jumps.

Two cross-sections of a box edge lit from the upper left. On the hard edge, rays bounce off the top face up-right and off the side face down-left; nothing returns to the eye. On the 45 degree bevel, a ray reflects straight back to the light and eye.
A bevel faces a direction the flat faces do not, so it can send a highlight to the viewer. The highlight helps the edge read as a solid, manufactured edge.Diagram by the handbook author
Manny Ruiz modeled this rifle, based on a Jon Lane concept for DOOM (2016), in 3ds Max using chamfers and face-weighted normals. Orbit slowly and watch the thin highlights travel along the chamfered edges; those are the bevels catching light.Manny Ruiz, via Sketchfab

#Bevel width and object scale

Width is the most important bevel setting. Too small, and the bevel vanishes at game distances or in a bake. Too large, and a steel crate looks like soft plastic.

#Segments and profile

Segments set "the number of edge loops added along the bevel's face" (Blender Manual: Bevel Modifier). One segment gives a flat chamfer. Two or three give a rounded look that shades much better with weighted (custom) normals. More segments cost triangles on every edge.

Profile sets "the shape of the bevel, from concave to convex", and has no effect with fewer than two segments (Blender Manual: Bevel Modifier). Blender also offers a custom profile curve for mouldings and trim (Blender Manual: Bevel Modifier).

#Harden normals and limit methods

A low-segment bevel with plain smooth shading makes the big faces next to it shade unevenly. Blender's Bevel modifier has a Harden Normals option: "the per-vertex face normals of the bevel faces are adjusted to match the surrounding faces", so big faces stay flat while the bevel blends (Blender Manual: Bevel Modifier). In the 2.83 manual this requires Auto Smooth (Blender Manual: Bevel Modifier). The more flexible option is the Weighted Normal modifier, explained in weighted (custom) normals.

Limit Method decides which edges are bevelled. Angle bevels only edges whose faces meet more sharply than a threshold. Weight uses a per-edge bevel weight, where 0 means no bevel (Blender Manual: Bevel Modifier). Angle is fast for blockouts; Weight gives you control on final assets.

#Bevel modifier vs. manual bevels

Modifier (non-destructive) Manual / applied
Change width later Yes, one value Hard; needs tools such as MESHmachine's width change (machin3.io)
Consistency Automatic (Polycount forum) Up to you
Control at corners Miter options only (Blender Manual) Full
Robustness on messy meshes Can fail on complex geometry (Blender Manual) You fix problems as you go

Use the modifier for most of the work. Apply and fix by hand only where corners or boolean cuts misbehave.

#Bevel shaders

For a high poly that only exists to be baked, you can skip modeling bevels. A bevel shader rounds edges at render time by bending shading normals near edges; the mesh itself does not change.

Limits: the silhouette stays sharp, so large rounded forms still belong in the mesh (Marmoset: Revolutionize Your 3D Workflow with Toolbag's…). Toolbag cannot bake directly from a low poly, so you still need a high and low pair, and it offers no choice of bevel profile (Marmoset: Revolutionize Your 3D Workflow with Toolbag's…). Bevels wider than the polygons cause faceting artefacts (Marmoset: Revolutionize Your 3D Workflow with Toolbag's…).

#How to make one

These steps bevel a game prop in Blender with the Bevel modifier, for a mid-poly mesh or a high poly to bake. The example is a 50 cm metal toolbox textured at about 1024 px per metre.

  1. Check the scale. Apply scale so the object is 0.5 m in real units; bevel width is measured in scene units, so a wrong scale gives the wrong width. See units, scale and axes.
  2. Add a Bevel modifier. Set Width in metres: 0.004 (4 mm) is about 4 px at this texel density, which stays visible a few metres away (see the worked numbers above). For a high poly that will be baked, go wider; bake advice on Polycount is to make bevels "over double" what looks right in the viewport (Polycount forum: Advice for solving various normal map/edge…).
  3. Choose which edges bevel. Use the Angle limit method (for example 30 degrees) for a fast pass, or Weight to control edges one by one with bevel weights (Blender Manual: Bevel Modifier).
  4. Set segments and profile. Use 1 segment for a flat chamfer on far-away edges, 2–3 for edges seen up close. Profile 0.5 gives a round bevel; a custom profile gives mouldings (Blender Manual: Bevel Modifier).
  5. Fix the shading. Enable Harden Normals on the modifier, or add a Weighted Normal modifier below it (Blender Manual: Bevel Modifier). Rotate a light and check that the large faces show no gradient. See weighted (custom) normals.
  6. Check width consistency. Similar parts should have the same width; modifiers make that automatic (Polycount forum: Sketchbook: Frank Polygon). Where a corner or boolean cut misbehaves, apply the modifier and fix that spot by hand.
  7. Check in context. Look at the asset in the engine at game distance and under the game's lighting, as GarageFarm advises (GarageFarm blog: Hard Surface Modeling in Blender). Adjust the width once, on the modifier, and re-export.

In 3ds Max, use the Chamfer modifier or Edit Poly chamfer with its smoothing options (Arkance Community: What's New in 3ds Max 2022? – New and…); in Plasticity, Fillet Shell with a negative distance gives a chamfer (Plasticity documentation: Fillet Shell).

#Video tutorials

#Use in recent games

  • The Last of Us Part I: baked bevels instead of modeled ones. Naughty Dog's Matthew Trevelyan Johns built a trim pipeline in which models used hard edges and 90-degree angles, and the bevel came from the trim's normal map. Measured high-poly panels were mapped at 512 px per metre, and he estimates about 80% of his Lab assets used these baked-bevel trims instead of unique bakes (ArtStation: The Last of Us: Part I...Trim Pipeline).
  • Star Citizen: chamfers in the game mesh. In the Gladiator thread, another poster noted that most ships "use chamfers and edge loops to get nice edges", and the developer described edge loops, custom vertex normals and tiling textures instead of unique bakes (Polycount forum: Star Citizen...The Gladiator...ART DUMP). The game is still in development.
  • Halo 4: weighted normals instead of baked normal maps. On the Vortex map, Andrew Morris's caption says most surfaces use hand-weighted normals and trim sheets rather than baked normal maps (ArtStation: Halo 4). Weighted normals only work on edges that exist in the mesh, which is why this approach pairs with modeled bevels. See weighted (custom) normals.
The cart's geometry has sharp edges; the highlights along them come from the trim's baked bevels. Compare this with a mid-poly mesh, where the same highlights come from real bevel geometry.Matthew Trevelyan Johns, via ArtStation
Johns estimates about 80% of his Lab assets used baked-bevel trims. Look at the even width of the edge highlights across different objects; it comes from one shared trim layout.Matthew Trevelyan Johns, via ArtStation

#In different tools

#Further reading and watching

References

  1. GarageFarm · Hard Surface Modeling in Blender · GarageFarm blog · article · accessed 2026-10-21
  2. Interface, Vertrucio · Advice for solving various normal map/edge bake artifacts? · Polycount forum, 2020 · forum · accessed 2026-10-21
  3. FrankPolygon · Sketchbook: Frank Polygon · Polycount forum, 2020 · forum · accessed 2026-10-21
  4. Blender Foundation · Bevel Modifier · Blender Manual (2.83), 2020 · docs · accessed 2026-10-21
  5. dzibarik and others · The 'ultimate trim' technique from Sunset Overdrive · Polycount forum, 2015 · forum · accessed 2026-10-21
  6. Matthew Trevelyan Johns · The Last of Us: Part I...Trim Pipeline · ArtStation · web · accessed 2026-10-21
  7. Trevelyan and others · Star Citizen...The Gladiator...ART DUMP · Polycount forum · forum · accessed 2026-10-21
  8. MACHIN3 · MESHmachine documentation · machin3.io · docs · accessed 2026-10-21
  9. Blender Foundation · Bevel Node · Blender Manual (3.3), 2022 · docs · accessed 2026-10-21
  10. Joe Wilson (art by Nathan Young) · Revolutionize Your 3D Workflow with Toolbag's Bevel Shader · Marmoset, 2025 · article · accessed 2026-10-21
  11. Marmoset · Bevel (Surface module) · Marmoset Toolbag documentation · docs · accessed 2026-10-21
  12. Joppe Stijf (interviewed by Emma Collins) · Prop Art Tips: Creating a Realistic Radio Receiver in Blender & Marmoset Toolbag · 80 Level, 2025 · article · accessed 2026-10-21
  13. Jordan Cain · Mastering Toolbag's Bevel Shader: Creases, Baking and Texturing · Marmoset, 2025 · article · accessed 2026-10-21
  14. Arkance UK · What's New in 3ds Max 2022? – New and Improved Object Modifiers · Arkance Community · article · accessed 2026-10-21
  15. Plastic Software · Fillet Shell · Plasticity documentation · docs · accessed 2026-10-21
  16. Josh - Blender Bros · Game ready bevels in Blender! · YouTube · video · accessed 2026-10-22
  17. Joseph Burgan 3D · Bevel and Weighted Normal Modifier -- The "HOW" and "WHY" - Blender 2.8x · YouTube · video · accessed 2026-10-22
  18. Luis Cherubini · Baked Bevels Workflow in Blender & Substance Painter · YouTube · video · accessed 2026-10-22
  19. Andrew Morris · Halo 4 · ArtStation · web · accessed 2026-10-22

Last updated 2026-10-22