I'm using the Skin modifier to make the base mesh for a creature, to sculpt on later. But I have some self-intersections, and would like to remove all the internal geometry -- kind of like a boolean union on itself.

Here's a small example, created by using the Skin modifier on three edges of a plane:


I tried the Remesh modifier, but it just kept the internal geometry.

The Intersect (Knife) tool in Self Intersect mode easily selects the boundaries of the interior geometry, but I don't know how to go from there to the interior faces I want to delete.


(I'd upload the .blend file of this example, but I'm not comfortable with blend-exchange's terms. Yes, with this file it doesn't really matter, but it's more of a statement than anything else. I uploaded it to Github's Gist service, but I had to Base64-encode it which means Windows users are out of luck.)


1 Answer 1


You could box select only the visible vertices, duplicate them, separate them (or invert the selection and delete) and then remesh it to fill the holes.

  • $\begingroup$ ah yes nice solution ;) $\endgroup$
    – moonboots
    Oct 10, 2018 at 9:51
  • $\begingroup$ Good idea, thanks! Unfortunately, that works for this test, but not very easily for more complicated geometry. I should probably post another picture illustrating that. $\endgroup$
    – SilverWolf
    Oct 10, 2018 at 13:08

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