Hello I was wondering if someone could give me some advice on how to do a thing in blender
I created a human head model in FaceBuilder add on and I have a separate premade human body model. I positioned, scaled and joined them together, but there are some small gaps between the two models
What’s the best way to fix this? Any tools or tips to get me moving in the right direction would be amazing
I’ve been researching the docs, YouTube, chatgpt but getting confused at all the different ways to do things and the different versions of the program.
I’m using blender 3.5
Thanks!!!
If you want advice on getting better:
I’d start by paying close attention to the number of vertices/faces you are using. You have way more than you need for a basic topology and the number of edges is not even remotely similar between the two objects which is troublesome. They don’t have to be exactly the same but you want a ratio that makes connecting them nicer
When you have less vertices, you will find it easier to just manually connect the two objects by creating faces (pick the edges you want to connect and press F)
This really gives you a greater control over your work and will be really beneficial in the long run. Hope this helps!
Thank you!!! This is something I had no idea about. Will learn about this
No problem! I’m happy to help :)
Hey! So I’m just getting around to diving back into this. I want to follow your advice and use less vertices. Do you have a method of reducing the vertices for pre-made models? (Fwiw The body is premade. The head was made in facebuilder blender add on.)
Ah, reducing vertices of a pre-made model is a challenge. You can use the Decimate modifier and tinker around until you find something that works, but it will rarely be ideal.
If you want to get a perfect topology you will have to do it manually. Look into methods of re-topology for this. It will pretty much be drawing faces over the existing mesh to create a brand new mesh. This requires a lot of time, effort, and experience with what a good topology looks like. I’d really recommend learning this at some point if you want to get better but it’s not an easy task. However, learning this will also allow you to learn to bake high resolution normals onto a lower resolution model, which is a really nice skill to have. Then your lower resolution model will be easy to work with and still look high quality!
Got it! Yeah I think I will look more into re-topology. Appreciate the insight!
Shrinkwrap modifier on the top edgeloop
Thanks! Will get familiar with that
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I’m not the best modeler on earth but I would probably try to merge vertices here, so make sure that your objects are one, get the vertices close together and then merge them (tbh I’d also need to Google where the specific options are but I do remember doing similar things so it’s def possible).
Definitely possible, you have to select the vertices on the edge of each part (to avoid merging vertices in other places), then press “M” to merge, and select “By distance”. You’ll have a slider available on the bottom left to adjust the threshold until you are happy.
But this will merge the vertices in every way, so it might merge vertices from your head mesh together as they seem to be very dense and close to each other.
In this specific case i would recommand the other options that have been proposed, either the manual method (F to fill gaps) or the automatic (shrinkwrap modifier)
Of course, shrink-wrap is a great idea! The other problem with my idea is it could only work if both objects had similar mesh density so he’d have to re-topo first as well.
Thanks!! Will give this a go
I would use a boolean modifier set to union, apply it and use the sculpt mode to smooth the intersection. This will ruin the topology so if you want to animate it you will need to retopologize.
Alternatively you could merge the vertices as was suggested, or just keep them as two separate meshes and use clothing or necklace to hide the neck seam.