Cleaning up a messy 3DS model?

Hi all,

for a project I currently need to import a number of meshes in 3DS format. Unfortunately, most of them seem to be pretty low-quality. In particular, many parts of the meshes have not been closed, so there are quite a few surfaces that don’t behave as expected, e.g., when applying a SubDiv modifier. Here’s a screenshot showing an example:


I have already started to correct the problematic meshes, but doing this manually turned out to be verrry time-consuming, Also, “Remove Doubles” only solves part of the problem (see the part on the left).

Can anybody offer an idea how to simplify this task? Is there a more automatic way for cleanly joining surfaces that are close to each other? (Note that I have already tried the Remesh modifier… didn’t work at all.)

Thanks in advance.

select all in edit mode, and do W+R and CTRL+N.

also the mesh is triangulated. try selecting a few individual edges that should not be there from different places on the mesh, and dissolve them. then select all, and do Tris to Quads.

the reason u want to do some manually is to help blender understand the quad pattern.

Thanks for the quick reply. What is W+R supposed to do?

Note that my problem is complicated by edges, which are very close to each other, but not closed, as they don’t have the same number of vertices (see the circled part on the left in the screenshot… I dragged the edge slightly to the left to illustrate the problem).

send me the blend file. ill clean it up for you.

W+R is the shortcut for Remove Doubles
CTRL + N is Recalculate Normals.

Thank you for your help. Here’s the file:

Mesh Problem.blend (1.82 MB)

Note that I have already corrected the normals, but have not yet removed the “doubles”.

there you go.

Attachments

Mesh Problem.blend (1.81 MB)

Now, that was fast. Thank you very much! That really helps. (UPDATE: I removed a note about a few edges still being open. I was wrong. Sorry.)

So, how did you do that? Was it basically manually cleaning or was there some kind of automation involved… like retopo or something?

Remove doubles has a distance setting. A value of 0.06 or so will get rid of the doubles around the circular openings.

After that you can then change tris to quads, and start turning the edges on anything that didn’t convert in a desirable way. Coupled with dissolving edges there’s a few different end results you can end up with. The fact it’s all flat shaded keeps rendering artifacts at bay.
:slight_smile: