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Post by valentinm on Mar 22, 2024 18:04:45 GMT -5
Hello! So I'm trying to make hair from scratch using Blender 3.3 and I'm not really sure if this makes sense but I was wondering if there was a quick and easy way to delete parts of the mesh that touch/overlap with each other without doing it manually. How can I automatically cut off parts of the mesh that you don't see/aren't even visible (like the ones clipping through the Sim's head)? Can I make my mesh hollow? I hope this isn't too confusing, but here is an EA mesh to demonstrate what I mean. I want my hair like this, delete the parts of the strands that overlap with other strands so they have a hole on that side. I'm trying to reduce the polycount as much as I can by deleting edge loops but it still ends up at around 15k-20k so this is another potential solution I came up with (if it's even possible). I heard the Boolean modifier helps, but I'm not too sure. TIA!
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Post by mauvemorn on Mar 22, 2024 19:20:08 GMT -5
Hi. For future references, the term you’re looking for is « manifold ». This is what you’d call an object made of one mesh island with no cuts/holes or intersections.
When Boolean joins meshes together, it creates one strand’s vertices on another. This will lead to a godawful topology that may be as high as the original. You could try cleaning up those vertices through uvs, but that wont be a breeze. Alternatively, you could do what maxis does and retopologize the mesh. This would give you a truly manifold very maxis looking mesh. You can use built-in blender addon called bsurface for this.
Alternatively, you could make hair in sections, so instead of each strand you make the whole section, using a profile curve. This thing will be hollow in the middle.
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