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Is blender able to make an "outer shell" of an object similar to, say, [spoiler]Sketchup's[/spoiler] outer shell functionality?

Basically I want to intersect everything and remove all vertices that are found to be inside of the solid meshes in one fell swoop.
>>
learn how to extrude buddy
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>>578080
I specifically wanted a really fucked up chunky look for this (a braid with a very chunky, trashy look)

am I better off saying fuck it and doing it in sketchup first, then importing it into my blender model?
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>>578082
thx m8, and while that was something I was aware of (and it can be used to eventually get you the same result with a little work) it wasn't really what I was looking for

I'm trying to figure out if there's a streamlined shell tool: essentially, intersect knife and then automatically removing any vertices that reside within the "interior" of the distinct meshes (I've attempted to illustrate the process I'm trying to find automated in the attached image)

The reason is that I want to know if it's possible to shit out a bunch of intersecting meshes as fast as possible and then quickly clean them into a single "shell"

I know this already exists in sketchup, so worst case scenario I can do some work in there and bring it over into blender for speed's sake, but if Blender's able to do it I'd love to know how
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>>578083
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>>578085
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>>578086
>>578085
>>578083
I've recorded the process I'm trying to recreate in sketchup


super straight forward, even for multiple "solid objects"
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>>578083
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>>578083
its the same as boolean just select union instead of intersect
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>>578091
ah, so I've got no choice but to take each segment out into a new object, then run the boolean modifier on each individually and apply/reapply as I go?
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>>578092
why not? if you bothered to model your stuff it wouldn't been this way
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>>578083
Don't know why everyone is giving you shit so I'll try to help.

I don't know Blender, but in Maya I achieved this by Boolean Union -> triangulate -> quadrangulate. I'm sure there's something similar in Blender
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>>578094
I appreciate it anon, I'll add these to my search terms and keep looking.
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>>578092
In Maya you use Mesh > separate to break an object into non connected meshes. I'm sure Blender has a similar function to easily separate those cubes. Then just union bool them and run cleanup.
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>>578078
Believe it or not, you are better off leaving the parts separate from eachother. Unless you are planning to use super high poly meshes, it would be more optimized to not make more vertices just too make a boolean fit around arbitrary objects. From what you've shown, I don't see why you would want to alter the mesh if it looks the same and performs better as is.
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>>578094
Because he was already told how to do it.
Boolean in blender has 3 options, if he had bothered to check them, he would have already been done.
>>578108
Also this. OP is a retard. This is why he got nothing but reaction images.
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>>578092
No need to apply/reapply, but yes.
Why would you even want each thing in the same object to begin with?
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>>578110
Forgot image, modifiers will stack correctly like this, anon.
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>>578089
Sketchup uses an entirely different type of modeling
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>>578083
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>>578120
why does it produce so many fucking redundant/duplicate verts when you export from skp to dae and import into blender

what the fuck is going on in there
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>>578078
>I want to intersect everything
in blender do the following:
>enter edit mode
>mouse over first "chunky braid section" and press L
>press spacebar
>type "intersect" (without quotes) into the search field
>click intersect (knife) from search menu
>repeat for each chunk
>remove inner verts afterwards

it's that simple.
>pic related
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>>578137
I think the idea was that he knew that much was possible, but the process becomes untenable with more complex intersections so something more automated was being searched for.
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>>578137
In blender do the following:
- Uninstall and delete Blender
- Go look for some real software
- It's that simple!
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>>578078
that's the skin modifier isn't it
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>>579247
Duke, please, get sober and stop puking on the carpet.
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>>579257
idk what the hell the skin modifier is but it sure isn't that
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while were hear does anyone know how to achive photorealistic rednering with ketchup
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>>578092
A quicker way to separate loose parts like that in the future is to just select all then hit space > separate > separate by loose parts.




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