Post by mastervegeta on Feb 3, 2018 21:22:10 GMT -5
So, I wasn't sure where to post this, so I just came here. In Blender, there is an option to "remove doubles" referring to vertices. This has come in handy many times, of course, but sometimes it creates tons of holes in certain types of meshes, like clothing made in Marvelous Designer. I understand that "remove doubles" doesn't delete the vertices, but merges them (at least that's what I've read), so why is it that it creates holes? Is there a way to merge doubles without doing it by hand? Because I find that also screws with the mesh in instances like this one. It's just so annoying when a mesh has WAY too many vertices than it needs. Plus, when the vertices aren't merged, and you decimate the mesh, it splits in all of the areas where the vertices aren't merged.
It creates holes with MD because usually MD doubles the mesh to have the outside AND the inside visible. That means it duplicates the whole mesh and reverts the normals to display the other side.
That means you have double vertices everywhere and quadruple on seams. Then remove doubles will leave you only one from each hence creating holes.
EDIT : actually there are no holes, it's just that some faces are facing one direction and the others the other. So it looks like holes. I believe, if you recalculate the normals it should fix the holes theoretically
Post by mastervegeta on Feb 8, 2018 22:37:55 GMT -5
I know why they're there, and I know that the "holes" are just facing the opposite way, I just said "holes" to simplify things. I'm just wondering if there is a way to keep the normals on both sides of the faces and merge the double vertices?
Post by inabadromance on Feb 9, 2018 12:07:23 GMT -5
hi! A plane is composed by 4 vertices. All planes have only one side visible. oh you were to want both sides visible then you'd have to duplicate the plane (with their 4 vertices and edges) and flip it's direction. that's how it works. you end up with all this elements overlayed on top of one another. if you remove doubles, both will collide into one, leaving one side visible again. so, what do you do? work with your mesh until it's fully finished. then, on the last step you duplicate and flip. this will increase all your geometry by 2. so think wisely if you really need it or not.
---------------------<3 Please don't contact me via DM or elsewhere asking for assistance on matters that are being discussed on threads. It's better to keep the conversation in public so others can read and learn too. thanks!
Due to the complexity of this mesh I recommend retopologizing then using the method below. I am using Blender 2.78a in the screenshots but the process is the same. Click any picture to see at full resolution.
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