Is it possible to merge two sculpted meshes? If you want to make a 3d printable mesh, you want to make it hollow... so you copy the mesh and scale it down, inwards. Then you make faces between those two meshes... Is this realistic to make with an complex sculpted mesh, or should this be done, before you make the complex sculpting? Or should I retopology? Also I sculpted the face/head and the hair in two seperate meshes, also the eyes are seperate... how do I efficient merging all those meshes into one? Many thanks and happy modeling :)
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$\begingroup$ Not sure I follow you "make faces" bit. Hollow objects don't need to be filled with faces that wouldn't be visible from the outside anyway. When I want to make something hollow, I typically add a "Solidify" modifier (and apply it, if necessary). $\endgroup$– ajwoodCommented Apr 15, 2015 at 20:22
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1$\begingroup$ I think I see what you mean. Once you have everything combined in a single mesh, you need to make sure that the normals of the internal mesh are pointing in, and the normals of the outer mesh are pointing out. $\endgroup$– ajwoodCommented Apr 15, 2015 at 20:25
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$\begingroup$ It's possible to use Sculpt Tools addon for that, see example video youtube.com/watch?v=LTQNGWawAwo $\endgroup$– Mr ZakCommented Feb 27, 2017 at 10:32
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$\begingroup$ I think boolean should be preferred for joining for 3D printing $\endgroup$– LazyCommented May 9, 2019 at 6:26
5 Answers
You may use a Direct Union option of a BoolTool add on.
Activate it in User Preferences (Ctrl+Alt+U).
In my case I have four objects with different vertex count. Some of them were sculpted, some of them not.
In Object Mode select all the objects and press Shift+Ctrl+Num+ (or press Spacebar and type 'direct'-->Direct Union).
After this operation you'll achieve a joined mesh ready for sculpting.
You can join multiple objects with Ctrl+J.
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$\begingroup$ Just letting you know this was flagged as "low-quality because of its length and content." $\endgroup$ Commented Apr 15, 2015 at 21:30
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$\begingroup$ My answer was flagged? Or the question? $\endgroup$– ajwoodCommented Apr 16, 2015 at 2:43
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$\begingroup$ The answer. It might have been an auto-flag because of it's length $\endgroup$ Commented Apr 16, 2015 at 2:44
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2$\begingroup$ I wouldn't flag it. But I tried it and I think it's not so good for 3d printing. The topology of the meshes isn't changed (I don't know if an export to stl gets them as one object) and you get faces in the inside, you don't want to print, because you can't see them. But I discovered the Boolean modifier with the Option Union, that does the trick. $\endgroup$ Commented Apr 16, 2015 at 5:07
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$\begingroup$ Should I delete this answer then? I feel the question could be more concise, which would help make for a more focused answer. $\endgroup$– ajwoodCommented Apr 16, 2015 at 13:09
When 3D printing a closed "water tight" object, don't worry about making it "hollow" Just take your single, sculpted mesh, and export it as a stl. The slicer program will fill this with a grid to support (this is what the infill % setting does).
If you really are keen making something "hollow", just copy paste, scale down a bit, and then boolean subtract.
If you are having with the boolean operation, I suggest you use the Remesh modifier first.
Well just for the 'merging two meshes'. The best way I found is:
- Ctrl + J (join meshes)
- on Sculpt Mode with F Snake Hook Brush, mix the extremes of the two meshes until you make a kind a "soup" with it
- smooth it out with the F Smooth Brush.
It is definitely possible! I had the same question.
To do so, you can use a boolean modifier to create a Union between the two meshes. The two meshes will join beautifully with no internal faces and you can smooth out the seams (may need to re-enable dynotopo) to create a single mesh. I got this information from the following youtube video:
https://www.youtube.com/watch?v=4-aQHMIYapI
Tested it in Blender 2.78 without issue. Make sure to move/delete the original piece you merged after applying the modifier.