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I'm working on this statue, I started it as two separate objects, the lion and the orix, I merged them to one object using Ctrl + J, I need to connect the mesh properly so it can be 3D printed, and later I will use Sculpt to make the details, I've been moving, edge looping and connecting all these vertices manually, but it's an extremely tedious job, is there a better way to merge or connect all these vertices and remove the excess resulting edges? The problem isn't only with the long time it takes, but with each edge loop added, I'm increasing the faces count, and I'm trying to keep it as low as possible.

Object mode

[From inside3

Holes in mesh[![][3]]5

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    $\begingroup$ Can you post the Blend? Prior to the merging of the meshes? $\endgroup$ – Rick Riggs Apr 1 '16 at 23:22
  • $\begingroup$ How do I do that Rick Riggs? $\endgroup$ – Georges Apr 1 '16 at 23:29
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    $\begingroup$ If the sculpture were a bit more flat it could be possible shrinkwrap a plane atop of these 2 meshes. In this case I don't think it's solution, so if you'd like less polys and meshes connected to each other, use Boolean or Knife Project to cut statue into the base with using Ngons to lower amount of faces. If the area of connecting is going to be flat nothing should be wrong. $\endgroup$ – Mr Zak Apr 1 '16 at 23:39
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    $\begingroup$ I'm with Mr Zak on one point, looking at your mesh it looks like a simplistic enough mesh to successfully pull of boolean operations, which is why I wanted to see if your geometry was closed before you joined it. You mentioned that you had holes, where those introduced when you started hacking away at the joined mesh, or where they there to begin with? $\endgroup$ – Rick Riggs Apr 1 '16 at 23:53
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    $\begingroup$ If you have the blender file, this would be ideal, as you need to join sketchfab just to download the files. To add it use the following LINK. $\endgroup$ – Rick Riggs Apr 1 '16 at 23:55
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You should add a boolean modifier to merge the two objects. You might have a few new vertices in your mesh but it will be far easier to clean up once you have deleted the inner faces created in the operation.

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  • $\begingroup$ I used this method, in my case it is the most useful method $\endgroup$ – Georges Apr 2 '16 at 1:41
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I'm constantly editing similar meshes, I usually subdivide smooth (meshes absorb to each other), then laplacian smooth, remove doubles and then maybe laplacian smooth again. Play around with the Lambda factor in laplacian smooth to get the desired result. Lessoning the vertices in the less visible areas is always a good idea.

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