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Can You tell me how to create a base for 3d scanned sculpture (with some surrounding - roots, rocks etc.) where such thing like "flat surface" does not exist (please take a look at attached pic).

enter image description here

Model has it's texture and I would like to preserve it :) Maybe it would be nice to apply texture or color for base. Can You tell me how to achieve effect similar like this? (not my model unfortunately, just a random screenshot).

enter image description here

I'll be very, very, very grateful for help.

Thanks in advance! Konrad

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  • $\begingroup$ First thing that comes to mind is to select the outer edges and extrude them downwards to get a base that you can then detail and fill, for something circular after extruding use Shift Alt S then 1 to force a circular shape as in your second image. $\endgroup$
    – iKlsR
    Commented Aug 26, 2016 at 9:40

3 Answers 3

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If your model has nice geometry around the edges, the first step should be a lot easier. My answer is provided as an Imgur post (for some reason the steps are in a funny order, sorry) as I can't upload the gifs here - they're too big. I'll outline the basic steps though, just in case the link dies for any reason. All of the operations are performed in Edit mode.

Step 1: Select the vertices around the base of the mesh.
Step 2: Extrude the vertices down to whatever you want the depth to be along the z axis (E, Z, MOUSEMOVE). Then flatten them to a plane (S, Z, 0).
Step 3: Make a face by pressing F. You may want to recalculate normals at this point.

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  • $\begingroup$ To add video as gif and has to be smaller than 2mb. See: meta.blender.stackexchange.com/questions/963/… and meta.blender.stackexchange.com/questions/522/… $\endgroup$
    – user1853
    Commented Aug 26, 2016 at 17:16
  • $\begingroup$ Thanks Guys! Hmmm... Geometry of the model is nice but far away from being simple :) It has thousands of vertices on the edges. Do I have to extrude all of them one by one? Is there any easier way? Sorry for such silly question but I am begginer in the subject. BTW. Is there a way to create from i.e. cube some kind of a thub which can be used to embrace the model, edges and create as a boundary? Thanks! $\endgroup$
    – Konrad
    Commented Aug 26, 2016 at 19:11
  • $\begingroup$ As you can see in my gif, try using Alt+Shift+RMB on the vertices, which (if you're lucky) will select multiple vertices at once. Don't extrude them one by one, or you'll have to rejoin them - extrude only when they are all selected. $\endgroup$
    – ChiCubed
    Commented Aug 27, 2016 at 6:21
  • $\begingroup$ @cegaton I know, that's why they're not in the question but separately hosted on imgur. $\endgroup$
    – ChiCubed
    Commented Aug 27, 2016 at 6:22
  • $\begingroup$ @Konrad, with bounding it to a cube, first use Recalculate Normals on the mesh with all vertices selected (after you've given it a base). Then use a Boolean modifier on the mesh you want to bound to the cube, which (I think) should be set to Intersection, and then set the other object to the cube you want to bound it to. $\endgroup$
    – ChiCubed
    Commented Aug 27, 2016 at 6:45
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You don't need to select all vertices manually. As ChiCubed's video shows, you can use Alt+Shift+RMB. But there's an even faster way:

Now, you could extrude in place:

  • Press Shift+D to split the edges off from the main mesh
  • Optionally:
    • Press P to make a new mesh (if you want to use some modifiers later like solidify, this may help)
    • switch to editing the new mesh
  • E, then Z and drag down to extend the base down
  • Press S, Z, 0 to make the base flat
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  • $\begingroup$ Ok, I'll try both ways. I just need to wait few days because there are other stuff to do offline :) For sure I'll let You know what was the result! Have a nice sunday! $\endgroup$
    – Konrad
    Commented Aug 27, 2016 at 19:40
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Welcome again!

At first - BIG THANKS!! Extruding the edges works :) It was pain on the back side (since model does not have the smooth geometry as I said, I had to mark multiple edges almost endlessly) but finally I'm there! :) Now I need to finish it.

I started with this:

enter image description here

Now it looks much better :) enter image description here

Complex geometry of the edges resulted in striped, camouflaged almost appearance of the base. Is there a way to make them flat ant smooth + adding the i.e. dark grey color to differentiate sides and base from the model?

And two more:

1) How to export the model together with textures? Where can I find the option to export whole set of files (obj, mtl plus textures) to be able to view the model properly in whatever editor/viewer I need?

2) what can I do to reduce size of the model? simple scaling it (I guess) will not solve the problem because model is still complex. Smoothing it is the way I should follow or is there any other method to make it loose some megabytes?

Thanks!

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  • $\begingroup$ Hi @Konrad, Maybe consider opening a new question for each of those questions, I'll gladly answer them! However, I will quickly address some of your questions. For the camouflage, select the edge and the extruded edge at the base, and go to the Materials tab, make a new diffuse material, and click 'Apply' while only the edge and the base are selected. For question 1), I think there's an option to export as obj + mtl and this should include textures provided they are in the same folder. For question 2), you may want to look at some retopology tools. $\endgroup$
    – ChiCubed
    Commented Sep 11, 2016 at 4:13
  • $\begingroup$ Also @Konrad, if my answer helped you, please consider accepting it :D $\endgroup$
    – ChiCubed
    Commented Sep 18, 2016 at 8:22

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