I am in a bit of a conundrum and I’m not very far off from pulling my hair out.
One of the things I do as an artist is make models for 3D printing. Most of the time my tasks are a snap. Between Blender, Photoshop, Zbrush, Netfabb and like TWENTY THOUSAND other programs, there is no shortage of tools at my disposal to aid in efficiently putting out good, printable 3D models. However, there is one extremely vexing problem I frequently encounter -hollowing out very complex models such as this: http://bobbie-the-jean.deviantart.com/art/Temp-post-2-415262765
There are MANY ways to hollow out simple models but for more complex models, things become more difficult. The methods I know of for hollowing out complex models frequently result in some rather irritating issues. Here are the problems that arise from the various methods of hollowing:
1.) Dynamesh: One can easily hollow simpler models out by using what essentially amounts to a subtractive boolean with a negative mesh. However, this does not work on more complex models because details offset with shrinkage and you end up with non-uniform thickness, holes, messy geometry, and intersections. For this model I want a nice inform 3mm thickness.
2.) Negative inflate: Duplicate model, negative inflate, smooth, bridge brush between the inside and outside walls, BAM! Except that this method creates A LOT of intersecting geometry and I have no choice but to go in and correct it by hand. The problem there is that with complex models, there could be hundreds of thousands of points where the thickness falls below 3mm and I couldn’t possibly find them all by hand. It would be really nice if Zbrush had some way of measuring wall thicknesss. :\
3.) Extract: Ultimately, I seem to run into the same problem here as I do with negative inflate. The geometry around finer areas goes all wonky and ends up sticking out all over the place or I end up with balloonification. I don’t want that. I want a nice, uniform thickness. I realize I might have to do some finagling and manual labor around finer areas and that’s fine but if I could just get that uniform thickness around MOST of the model, I would be VERY happy. The real problem here seems to be all the nooks, crannies, and sharp edges.
Does anyone have any suggestions? I realize I’m probably not going to get a magical easy-fix solution but at this point, I’m just hoping there is something more efficient than doing the whole thickness manually.
Here’s hoping. I realize it’s not going to do ALL the work for me and that’s fine. I just need something to