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thanks for taking the time to read my post.

I have a mesh terrain which i edited using the sculpt tools and found that it caused many vert issues due to their over-use (noob mistake on my part). I've spent days trying to find a quick solution as I will likely need to do the same a workflow again to another 120 hexes for my game.

Can anyone advise of the quickest way to fill in the gaps between the hex edge and the terrain mesh (2 separate objects). I am familiar with the triangulate function but having a hard time getting the mesh to combine correctly with the edge mesh even after testing pretty much all the modifiers.

The goal is to be able to remove offending polys that are in -Y axis range (below the ground of the terrain) and then use an efficient workflow to add in the missing areas quickly > triangulate > done... hopefully?

Any help appreciated. Thank you!

holes between terrain mesh and sides

underside of mesh problem problem Geometry i Since Deleted

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  • $\begingroup$ To add: the last image is an example of the offending polys before i removed them, resulting in the first two images above. $\endgroup$ – Jason Argennia Aug 25 '20 at 14:00
  • $\begingroup$ Depending on how you cut this up in first place, possibly Related blender.stackexchange.com/questions/123197/…. Akin to adding solidify modifier and then boolean delete. $\endgroup$ – batFINGER Aug 25 '20 at 18:49
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You can select in edit mode all the lower edge loops, extrude them and proportionally move them to the edges of the hexagon. Then use snap to edges so they adjust exactly to your sides.

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  • $\begingroup$ Hi Thanks, i did try that and have done so again but the issue is a full edge loop cant be created- i think due to the hexSides not being part of the same object. The image shows the extent of selecting an edge while holding down ALT. Oh, i dont think i can add any more images? $\endgroup$ – Jason Argennia Aug 25 '20 at 15:05
  • $\begingroup$ imgur.com/qOWEISS $\endgroup$ – Jason Argennia Aug 25 '20 at 15:15
  • $\begingroup$ imgur.com/2yjPHKp broken edge loop $\endgroup$ – Jason Argennia Aug 25 '20 at 15:17
  • $\begingroup$ Yes, you have to work side by side, six times. $\endgroup$ – user2309000 Aug 25 '20 at 15:44
  • $\begingroup$ Sure i don't mind doing that, but how do i make Blender recognise the edge loop including the hex sides... or is that not possible? Because if it were possible, i would then only have to fill the hole and triangulate which would be much faster. But if that's not possible i'll do them manually, though doing this an additional 120 times x 6 seems like a big undertaking. Thanks for the help! $\endgroup$ – Jason Argennia Aug 25 '20 at 16:43

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