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So here's the object I am trying to remesh :

enter image description here

and, in sculpt mode, I am trying to smooth the edges where the rings are intersecting. (circled in red)

But heres a picture of how mesh looks like :

enter image description here

So I created this object by boolean union.

and as you can see the circled red area are inside the top ring, and does not intersect with the top ring surface where they meet.

In order to smooth out the intersection, I have to have vertex intersections.

How can I do this?

Things I have tried :

  1. Remesh modifier & voxel remesh enter image description here

It makes my final mesh too angulated, and cant figure out how to avoid this.

  1. Quadriflow Remesh

Doesnt seem to remove the overlapping area.

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  • $\begingroup$ hello, do you mean that the intersections are too angulated? Also, you don't show the wireframe so it's hard to guess what you could do, probably dissolve some edges, but maybe share your file: pasteall.org/blend $\endgroup$
    – moonboots
    Aug 6, 2021 at 7:34
  • $\begingroup$ Hello, huge huge thanks always, by angulated I meant that when I decrease voxel size to increase remesh quality, it ends up angulating the mesh like the last image in this post. eg the voxel size for the mesh in that image was 0.01. + I just uploaded my file, I included both before & after boolean versions of the mesh within the file. big thanks again! $\endgroup$ Aug 6, 2021 at 7:45
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    $\begingroup$ you need to share the link it gives you ;) $\endgroup$
    – moonboots
    Aug 6, 2021 at 7:54
  • $\begingroup$ my bad, pasteall.org/blend/17ad48db43ed487cbde3ab362c24c8de $\endgroup$ Aug 6, 2021 at 8:01
  • $\begingroup$ if your goal is to boolean the 2 shapes, it seems to work fine, you'll just need to rework the intersections a bit. If your mesh was lower in polygons it would make the things easier (and give it a Subdivision Surface modifier to round the shape) $\endgroup$
    – moonboots
    Aug 6, 2021 at 8:07

1 Answer 1

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You should work with less polygons. As you'll have 5 torus, maybe create a 40 Major Segments/10 Minor Segments torus at the beginning so that you'll easily rotate them 72° later. Rotate it vertically, cut vertically to keep a half, duplicate it 5 times and rotate 72° on Z. Booleans them, rework the topology a bit on 1 of the middle intersections and 1 of the top intersections to get this kind of result:

enter image description here

Then, delete 4/5 of the object and duplicate/rotate again, and at last merge by distance.

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  • $\begingroup$ by rework topology did you mean merging vertices one by one? $\endgroup$ Aug 6, 2021 at 9:05
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    $\begingroup$ yes, dissolve, merge, join, etc... You need to do it manually, that's why it would be better to have a low poly mesh $\endgroup$
    – moonboots
    Aug 6, 2021 at 9:13
  • $\begingroup$ didnt know retopoloy was another field that needs studying, thanks for the help! $\endgroup$ Aug 7, 2021 at 3:52

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