To a certain degree you can control the subdivision level of the different meshes, meanwhile from 0 on upwards, resulting in lighter meshes then before, but the result is still rather dense. The price you pay is a dense model because it works with subdivision. You can stick something together in minutes where you with traditional modeling methods need hours. Actually, it's freaking awesome (but it feels like cheating). It's something like live booleans where you can change the individual role of the involved meshes (add, subtract or intersect) and the seams (called strips). First this was available as a plugin (I think for lightwave, too), but it's for years integrated in Modo and further developed. Not quite the same.īest in class (and the first one around) is still Modo's Mesh Fusion (Pixologic named their tool the same, but they didn't use the same plugin, instead creating something of their own). Last time I looked Blender had at least a way to change the bevels after booleans (via scripts). I don't know if it's better than Meshmixer or roughly the same. Something similar is incorporated in Maya for years (and meanwhile in 3ds max, but I'm not 100 % sure). The result is quite clean, actually usable for hard and soft edge modeling and together with the auto retopo tools all-quad in the end. You probably mean Zbrush's Mesh Fusion, which is some boolean with fused together meshes in the end, no sculpting involved (with zbrush you can polymodel, but it's working different from the usual modeler apps). If you on the other hand want to create an alien, an orc or some other humanoid figure not existing in reality then those figures can help having in the background as 3dimensional reference. MakeHuman and Poser/DAZ figures are already there and usually already much better than most of us can create themselves. One other reason to follow Helmut's advice is this: If you really want to create a realistic human figure you should have the necessary knowledge of anatomy (like when you want to draw a convincing human). In your case it would result in a dense mesh with probably bad and visible seams. Sounds great, and it is, but it's mostly for hardedge modeling, needs a lot of planing and usually results in a very dense mesh that's not easy to work on afterwards. You have in the end one mesh with a maybe not perfect but quite good all-quad topology. At least in some apps you can even change the objects later on. You can bring together any meshes you want, adding or subtracting, hit a button and your mesh is finished. Some other (much more expensive) apps have such a possibility where you can weld 2 meshes together. Otherwise (or if something is left) you have to use weld for each set of points.īoth ways are much more easy with less polys then you already have. If it's the same position, you just copy both objects into the same mesh (or use merge, see manual) and then clean the mesh up with optimize. Or if you manage to have the same amount of points at roughly the same position (ideally the same), you can weld the objects together. What you seem to have in mind indeed isn't possible in Cheetah.īut with bridge you can connect two meshes easily (but both objects should have the same amount of points on the rims for a clean object).