(For more resources related to this topic, see here.)
Meshmixer was designed to provide a modeling interface that frees the user from working directly with the geometry of the mesh. In most cases, the intent of the program succeeds, but in some cases, it’s good to see how the underlying mesh works.
We’ll use some brush tools to make our model better, thereby taking a look at how this affects the mesh structure.
We’ll use a toy block scanned with 123D Catch.
We will proceed as follows:
Meshmixer works by using a mesh with a high definition of polygons. When a sculpting brush such as pinch is used to manipulate the surface, it rapidly increases the polygon count in the surrounding area. When the pinch tool crosses an area that has fewer and larger polygons, the interpolation of the area becomes distorted. We can see this in the following example when we compare the original and remeshed model in the wireframe view:
In the following image, when we hide the wireframe, we can see how the distortion in the mesh has given the model on the left some undesirable texture along the pinch line:
It may be a good idea to examine a model’s mesh before sculpting it. Meshmixer works better with a dense polygon count that is consistent in size. By using the Remesh edit, a variety of mesh densities can be achieved by making changes in Properties.
Experiment with the various settings and the sculpting brushes while in the wireframing stage. This will help you gain a better understanding of how mesh surface modeling works.
When we 3D print a model, we have the option of controlling how solid the interior will be and what kind of structure will fill it. How we choose between the options is easily determined by answering the following questions:
Depending on the use of a model, you’ll have to decide how the object falls within these two extremes.
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