I’m working on a project where I have a wavy, honeycomb-style mesh hovering above a standard rectangular wall base (see attached screenshot).
I am looking for the best way to “connect” or extrude the walls upward so they perfectly meet the underside of the curved geometry. I’ve considered a few ways but I’m not sure which is the “cleanest” for topology:
Face Bridging: Should I try to bridge the edge loops, even though the vertex counts don’t match?
Boolean/Intersect: Is it better to extrude the walls way past the mesh and use a Boolean modifier to cut the excess?
Shrinkwrap: Would extruding the top edge of the wall and using a Shrinkwrap modifier (Project mode) be the right play here?
Current Setup:
Object A: Honeycomb mesh (curved/distorted).
Object B: Rectangular hollow box (walls).
Any advice on the most efficient workflow to make these two pieces look like a single solid object would be greatly appreciated!
I would do something like the 3rd option, I think it would be the easiest and most straightforward. However, I wouldn’t bother with shrinkwrap or any other automated methods, they would not work very well because the mesh has holes. I would just manually place the vertices of the box against the surface in edit mode, the shape is smooth enough that this should be easy to do.
This assumes the surface isn’t actively waving and moving. If it is, I would use shrinkwrap, but not directly against the surface with holes. Instead, I would make a second plane with the same shape but without holes and use that for shrinkwrap purposes.
Do the two meshes need to be fused into a single surface with no visible seam? That would be a further step and might be more complicated than just placing the walls at the correct height.
It’s because of the holes in the honeycomb mesh.
I would deform a subdivided plane in the shape of your honeycomb. Then shrinkwrap both the honeycomb mesh and the cube walls to that plane.