Hey, I’m trying to come up with a quick workflow for creating overlapping vines and roots. Using the skin and subdivision modifiers work great to get things started, but I want to sculpt for added detail and kind of smooth out where things overlap.
Unfortunately, I can only do boolean operations with separate objects. I can’t seem to find a good way for the same object overlapping itself.
Things I’ve tried:
- Duplicate the mesh and bool with itself (ends up with nasty mess of floating polygons).
- Shrink wrap: just makes a mesh if it’s not close enough to the target mesh, and trying to make something close would take too much time.
- Remesh: aside from resolution issues where things can end up looking too blocky, it also creates “voids” where things overlap (ex: if two branches crossed in an X, the center of the X would have a hole in it).
- Metaball particles: Kind of a pain to set up – distribution isn’t even, and a lot of the form is lost. Would take too much time to try to configure and clean up, I think.
- Fluid sim: This actually got the closest, but still doesn’t accurately represent the mesh as well as I would like.
Surely there’s some way to just clean up a mesh and create a solid manifold w/o overlaps for sculpting (or even for printing), right? Am I missing something or do I need to create a tool to do this?