So I’ve spent a lot of time trying to solve this myself, and haven’t come across any great solutions, so I wanted to get some other people’s take on it.
I’m looing to take my 3d Sculpts and split them into multiple pieces that have no overlap, so that they can be 3d printed in pieces, cast, and cleanly assembled without much tooling. There seem to be some techniques for accomplishing this reliably, as seen in this video: http://www.youtube.com/watch?v=ltDjw3q3rcA
My previous solutions (and their problems) have included:
- Dynamesh/splitting the model by polygroup. (loses topology/details, and little control over the split planes)
- Booleans in Blender/3ds/etc. (Very slow and glitchy)
- Building in subtools and trying to use Zproject/manual editing to line up parts (Slow, imprecise, and prone to artifacts/errors)
Does anyone know how this is typically done in the industry? I’m willing to learn/buy new software to tackle it.