![]() Write this down.Īs for the Offset value, in theory you could just pick a very small number (or zero) and come up with a close-fitting sheath in one step. Note the absolute value you get corresponding to this number - the first box on the Precision row. For meshes that are roughly humanoid, or have a similar surface area to volume ratio, a Precision of about 0.350 (percent - this is in the second box on the first row) will yield a decent final result with around 150,000 faces, and won't take forever to calculate. What you want is a shell which will be complex enough to capture the figure, yet not so complex that it puts your polygon count and time through the roof. The numeric parameters here are a little trickier to simply prescribe. Check the boxes for Clean Vertices, Multisample, and Absolute Distance leave Discretize unchecked. ![]() Go to Filters > Remeshing, simplification and reconstruction > Uniform Mesh Resampling. At just under 300K polys, he's not overcomplicated to be a Shapeways print however, he's also made up of 240 separate pieces, each of them non-manifold.ġ) Form a "bubble shell". I'll be working with this charming hoodlum, built in DAZ Studio by my friend Davyd Atwood. Much faster on a better machine, of course.) which is the same criteria as are necessary to get under Shapeways' 500K poly limit. I do this work on a two-year-old laptop or a three-year-old desktop, but in general you can expect these steps to take less than fifteen minutes apiece if you pick the parameters right. For me, the currently available 1.2.3b seems bugged. (The version of MeshLab I'm using is version 1.2.2b, though the same procedure will essentially work on 1.2.1b. ![]() This all uses MeshLab, so load up your existing non-watertight model in there. But it appears that the result is always watertight, so that's a heck of a lot better as a starting point than most. Concave sharp corners will suffer the most, and narrow passages may come out bridged by material which you will have to remove by hand. Visually, it will lose fine details, especially concave ones. Topologically speaking, it will not be a pretty result it will contain faces varying from the full dimension of a cube of, to tiny triangles much much smaller than that. This will produce an approximation of your mesh. And eyelashes, and eyes, and irises, and pupils. this will be a step-by-step description of a process I use to generate watertight shells conforming to the exterior of, thus far, pretty much any mesh.įor example, I'm using this on figures imported from DAZ Studio, which uses a whole lot of totally nonmanifold single-sheet meshes for stuff like clothing.
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