Quick way, Dynamesh and Zremesh, but you lose your original low poly and some sculpted detail. I've tried cutting off the fingers completely, but I would get spike like geometry which is a mess to sculpt on. Is there an easy fix in ZBrush to fill this with clay? I finally got to the hand and I have these holes in my model. May I created a base shape in Maya and imported it into ZBrush. In Blender, if we select all edges that form any face in this case, four edges form a quad facethen the face has to be selected too when Face Select mode is enabled.Toggle navigation Polycount.Īuthor: Zey. Tip After this, try Limited Dissolveit gets rid of redundant geometry which can be useful in examples like this if you don't have UV's or per-face materials set differently on each face. Leon Cheung Leon Cheung Listed steps in my answer. How to remove interior faces while keeping exterior faces untouched? Fixing holes on a model in ZBrush?Īsk Question. The best answers are voted up and rise to the top. Repeat until all exterior faces are selected. Rotate the mesh and do the circle or border select again. Use circle or border select to select all the faces you can see. This is actually quite simple, switch to Face select, select everything and then using MMB and making sure Limit Selection to Visible is ticked this prevents any face not being from being selectedorbit around the model and deselect all outer faces, then use X to delete the inner faces.
HOW TO DESELECT ZMODELER 3 HOW TO
See also this answer to my other question about how to do this automatically in a script, which improves on this answer using raytracing. If this worked, you will see something like at the top of the screen. Inside we can see all the cube faces are made up of triangles that point in different directions, but still there's lots of interior faces I don't want. Here's my mesh in solid view, to show the overall topology. WARNING This does not technically remove "interior faces," it removes duplicate faces that exist in the same place, on meshes with poor initial topology. After this, try Limited Dissolveit gets rid of redundant geometry which can be useful in examples like this if you don't have UV's or per-face materials set differently on each face. But I don't think it works exactly in my case. There are answers like this Merge touching faces on model. I didn't work it out so far, which leaves me no choice but manually deselect those faces I didn't want to remove, which takes quite a bit time for other cases. I wonder if there is some better way to do it better. Now I met a problem: when I'm trying to remove all interior faces, it appears that some exterior faces are influenced inevitably. I built something Minecraft style model by cubes. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.