ZBrushCentral

Weld two intersecting QCube-models?

Hi, is it possible to weld two intersecting QCube-models into one single mesh and thus removing hidden/overlapping edges and vertices?
Any ideas? Cheers!

Yes, there are several ways to join meshes together, but you’d need to be more specific–possibly with a picture of what you want to do.

-If two polygons have the same vertex count and are roughly aligned along an axis, you can bridge between them by simply dragging on into the other with Qmesh.

-There are bridge functions for both edges and polygons that are useful in different situations.

-If the two cubes have the same vertex count on the sides where they’re facing, they can be bridged together , and extraneous edge loops deleted.

–If topology is not a concern, objects can simply be dynameshed together.

I’d really need to see a pic of exactly what you want to do to give better advice.

Thanks for your reply!
Yes, the QMesh options are awesome and welding as you described it works really great.

Sorry I wasn’t clear. Actually I am looking for a possibility to combine two QModels into one Object whilst removing the hidden/inner vertices … something like a Boolean operation that gives me a unified skin without additional subdivisions and vertices.

best regards

You can do this with dynamesh, but not really on a modeling basis, at least not single press magic button. It requires a bit of work.

You have to align the two surfaces you want to join, and delete the surrounding polys on each object where you want the join to occur, so you have two holes facing each other, then use the EDGE> BRIDGE >TWO HOLES function in ZMod, by clicking on an edge of each hole in turn.

Likewise, you can use the Mesh Fusion feature, Take your additive mesh, delete the polys of the surface you want to join to the other mesh. Now angle that side away from you in the view plane, and hit "Create Insert Mesh Brush in the Brush menu. If done correctly this will create an IM brush that draws out the hole side facing the target poly. Draw that IM out over a target polygroup on the target mesh (it must have a separate target polygroup to attach to, so if you were joining two cubes, one face of the cube needs to be a unique polygroup). If everything has been done correctly, you should have the hole side of the additive object, sitting on top of the target object. Now Ctrl-drag in empty canvas space one to clear any masking, and another to initiate the fusion, just like if you were dynameshing (although dynamesh should NOT be active). It will fuse the target polygroup, to the hole in the additive mesh.

If that second way seems overly fussy and complicated, that’s because it is, and it does more or less the same thing as the first method. The single benefit to it is that is has the virtue of aligning the two sides so that they are perfectly flush with each other. If you are at all comfortable with eyeballing the target sides to each other and just cleaning up afterward, I recommend the first method. Both methods will require some cleanup afterwards if you want to get rid of some unnecessary geometry.