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Oct 24, 2019 at 11:44 comment added tkk_tkk Well, I think what we discuss here is outside of the scope of the original question, which was "how to deal with intersecting faces and edges". The answer seems to be "it's complicated", which is fair enough. I think I've found a process with which I can avoid the problem in the first place. This is not a solution per se, but I can live with that. Thanks again for your time.
Oct 24, 2019 at 8:59 vote accept tkk_tkk
Oct 24, 2019 at 8:59
Oct 24, 2019 at 8:01 comment added moonboots It's very hard to understand, maybe edit your question with more details if you want help ;)
Oct 23, 2019 at 21:22 comment added tkk_tkk No, the subsurf doesn't seem to be the problem. I think the core problem is that when you have an object with connected, but open planes, as the planes have an inner and outer side, the solidify modifier orients itself along this. But since the planes are all open, there is no actual "inner" face. Come to think of it, a dirty hack might be to put two planes in the same space, but give them opposing normals... Edge cases, edge cases everywhere.
Oct 23, 2019 at 21:03 comment added moonboots You mean as soon as you give it a subsurf it doesn't work? I didn't you wanted to give it a subsurf, I think it can easily be fixed, I'll take a look later ;)
Oct 23, 2019 at 20:53 comment added tkk_tkk I first assumed your answer was right, but it left out a crucial part: in your solution, the faces are triangular and therefore planar. If you take a look at the object with the subsurf modifier, you'll see how the face is distorted. This is not easy to spot in a picture, but if you move the object around, you can see it. I now rebuilt the whole thing and kept the planes as separate objects to which I applied the modifiers. They now still have overlapping faces, but I think I can manage this better. Still, thank you very much for your input and time.
Oct 23, 2019 at 20:33 vote accept tkk_tkk
Oct 24, 2019 at 8:58
Oct 23, 2019 at 20:27 comment added moonboots ok, edited, tell me if this is correct
Oct 23, 2019 at 20:25 history edited moonboots CC BY-SA 4.0
added 529 characters in body
Oct 23, 2019 at 20:05 comment added moonboots so you should have directly asked how to do the final shape, maybe edit your question with a screenshot ;) I'll try to find out
Oct 23, 2019 at 19:59 comment added tkk_tkk Here you go, this illustrates my current workflow: mediafire.com/file/xkeh2a0ymead2gl/untitled_001.blend/file I assume you are right and there is an easier approach. I didn't even mention the open parts on top of the mesh...
Oct 23, 2019 at 14:14 comment added moonboots to warp the planes in three dimensions? Yes please give more explanations, I don't see how what you've done could work better than my solution
Oct 23, 2019 at 14:10 comment added tkk_tkk Thank you for the suggestion. You're probably right that there has to be a better way, but your approach doesn't work for me, because I want to warp the planes in three dimensions. Maybe I'll add a picture later. A friend suggested building the negative spaces, then using boolean on an object to remove them. This sounds like a pissi le approach
Oct 23, 2019 at 9:49 history edited moonboots CC BY-SA 4.0
added 57 characters in body
Oct 23, 2019 at 9:37 history answered moonboots CC BY-SA 4.0