I would like to use a modifier or something to quickly get something like the picture below without too much hand modeling.

Is this noise effect possible to apply such a remesh to a base mesh?

enter image description here

  • 1
    $\begingroup$ particles or tissue addon? $\endgroup$
    – moonboots
    Commented Jul 18, 2019 at 12:06
  • $\begingroup$ @moonboots thanks for the leads, I must add that I need proper lowpoly topography as well $\endgroup$
    – Sami Ben
    Commented Jul 18, 2019 at 12:08
  • $\begingroup$ actually your body can be low-poly, and your particle or tissue objects as well. Maybe particles are more appropriate $\endgroup$
    – moonboots
    Commented Jul 18, 2019 at 12:13
  • $\begingroup$ @moonboots may I ask what particle add-on you mean? $\endgroup$
    – Sami Ben
    Commented Jul 18, 2019 at 12:14
  • $\begingroup$ no I meant Particles > Hairs, but you need to try... $\endgroup$
    – moonboots
    Commented Jul 18, 2019 at 12:21

2 Answers 2


Using a child object for hair particle system can give something close to what we want.

enter image description here

To do it, I started from a free model downloaded, then:

  • Added a particle system (the parameters are visible in the image) with an object as render element (a small pyramid)
  • Convert the particles to mesh using the convert button in the modifiers panel
  • Here you get individual instances of the initial pyramid. You need to select them all and use the menu "object/relation/make single user" to make independent instances of this pyramid
  • Once done, select and merge them all using AltJ
  • I've also added a material, and a rapidly done texture on it.

Variations can be obtained with different ways:

  • The amount of particles
  • Scale and scale randomness in the particle system setting
  • Scale of the particle object and its shape, of course
  • Add a second particle system with another shape as render object
  • ...

Once the final mesh obtained, you can:

  • Resize individual pyramids inside the mesh (scale using 'individual origin' as pivot point)
  • Give a try at "merge by distance" (with a relatively big distance), which allow to link several pyramid parts

I also think that the material and textures on it are important for the final effect. Here the texture is roughly done but you may pay attention to this point if you want to go further.

The blend file below contains several attempts, so you can play with it.

  • $\begingroup$ Thanks alot, I will eventually need to remesh it because it will be printed, but thanks for the file alot. $\endgroup$
    – Sami Ben
    Commented Jul 20, 2019 at 23:12
  • $\begingroup$ @JonneyShih, not sure this kind of model can be manifold. I did not know this was for a print. $\endgroup$
    – lemon
    Commented Jul 21, 2019 at 6:46

A quick trick to do something close to this:

  • In Edit mode, select all and press ctrlT to triangulate.
  • In the Select menu select Random, play with the parameters on the bottom of the Tools panel.
  • Scale with S.
  • You've got a thorny effect.

enter image description here


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