Fix Holes in Instant Meshes

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it's good to be with you welcome to class outside today we're going to learn how to fix holes that occur when using instant meshes instant meshes calculates the best way to change the layout of a mesh and sometimes those calculations leave holes with some preparation we can make the calculations for instant meshes easier and reduce the likelihood for holes in our mesh we're going to need a 3D model 3D modeling software and instant meshes for a 3D model I will be using this cat from Alvin Tan on sketchfab for 3D modeling software I will be using blender I've also provided the link to instant mesh's GitHub page down in the description first things first let's download our mesh then open a new scene in blender and import your mesh it's a little small so I will use the S key to make it bigger holes may be more likely if an Armature is attached to your mesh I suggest unparenting the Armature from the mesh I linked another video how to remove or disconnect the Armature down in the video description export only your mesh as a doc obj instant meshes only works with Dot obj and Dot ply files if we open it in instant meshes select your desired vertex size solve orientation and solve for position and extract it from the export menu we're going to see lots of holes this is no good we can solve this with more preparation blender let's look at three options to solve this problem the easiest attempt to solve this problem is to clean up any overlapping vertices this can be solved by selecting your mesh going into edit mode clicking mesh clean up merge by distance and increasing the value once let's export this make sure to export only the selected object after importing it and solving for orientation and position then extract if you no longer have any holes in your mesh fantastic if this process still leads to holes like it does for the cat your mesh may have some difficult topology to automatically generate quads from we have more attempts we can make the next attempt to try is the remesh attempt for this you still want to have merged nearby vertices as explained in the first attempt I've also modified the cat mesh a bit for demonstration if you're following along with the cap mesh you'll see these changes later during the third attempt now go back to blender and select your mesh click the modifier properties it's the one that looks like a wrench icon click add modifier and select remesh make sure voxel is selected and adjust the voxel size until your mesh looks similar to how it did before adding the modifier you can check this by toggling the display property of the modifier just click the little monitor image if your mesh appears scattered and changing the voxel size doesn't seem to improve it your mesh may require further editing before remeshing this will be explained in the third attempt if you are able to use remesh to generate a similar model click the arrow and apply the modifier the next step is to export your mesh and then import it into instant meshes select your desired vertex count solve for orientation then position and extract the mesh if you no longer have holes in your mesh fantastic if this process still leads to holes like it does for the unmodified cap mesh we have another option to try sometimes a mesh will not function as anticipated with remesh and lead to scattered or incomplete output this can often be resolved with the solidify modifier this is the modification I made in order to demonstrate the previous remesh attempt let's try to solidify our mesh before using the rematch modifier go to the modifier properties that's the wrench icon and click add modifier and select solidify solidify basically extrudes our mesh to give it depth which can help the remesh modifier determine how to rebuild the mesh in the solidify modifier up the thickness a little if it's too small we may have some groups of vertices too close to each other which would bring us back to before we merged vertices if it's too large we may begin to extrude through and over our mesh once you've added a little thickness click the arrow and apply the modifier now we can add a rematch modifier continue to adjust the voxel size until your mesh looks similar to how it did originally once satisfied click the arrow and apply the modifier export the mesh as obj import it into instant meshes select your vertex count and solve for orientation and position now extract your mesh if your mesh still has holes after all of these changes your topology may require manual editing specific for the details causing holes if your mesh does not have holes congratulations after any re-topology to this degree the textures May no longer line up right with the mesh to reconfigure these textures they need something called texture baking I've linked a video in the description that walks through the steps on how to do this look at that together we have fixed our holes from instant meshes through preparation in blender please let me know down in the comments what you thought of this video have a great day and thank you for attending class outside
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Channel: Class Outside
Views: 3,253
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Length: 5min 43sec (343 seconds)
Published: Sun Apr 09 2023
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