Shapelab

Shapelab

How do I fill a crack in my model effectivly ?
If I made a model and there is a hole inbetween, how do I fill that area?
Originally posted by Leopoly:
Originally posted by USHiRi curator gamereviewer:
I mean like if I use the "Tentacle" function and then dra to different tentacles close to each other, how do I make them join. Like now theyre just pushing each other away and the only way I can connect them is through creating a new solid shape betwen them to connect them.

Thanks but I did not understand the close holes function for this matter.


Thank you for clarifying! In Shapelab you can not simply connect the mesh to itself, as it's not voxel based, however there are a few workarounds to do it. We have prepared a little video, hopefully it helps:

https://youtu.be/k5Gz2ciibqw

Let us know how it works out!

Best,
Leopoly Team
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Leopoly  [developer] Jan 6, 2022 @ 7:00am 
Hi there,

There is a new feature called ‘close holes’ in the context menu which could be helpful, depending on the size and form of the hole. Let us know how it works for you!

Best,
Leopoly Team
I mean like if I use the "Tentacle" function and then dra to different tentacles close to each other, how do I make them join. Like now theyre just pushing each other away and the only way I can connect them is through creating a new solid shape betwen them to connect them.

Thanks but I did not understand the close holes function for this matter.
The author of this thread has indicated that this post answers the original topic.
Leopoly  [developer] Jan 7, 2022 @ 8:13am 
Originally posted by USHiRi curator gamereviewer:
I mean like if I use the "Tentacle" function and then dra to different tentacles close to each other, how do I make them join. Like now theyre just pushing each other away and the only way I can connect them is through creating a new solid shape betwen them to connect them.

Thanks but I did not understand the close holes function for this matter.


Thank you for clarifying! In Shapelab you can not simply connect the mesh to itself, as it's not voxel based, however there are a few workarounds to do it. We have prepared a little video, hopefully it helps:

https://youtu.be/k5Gz2ciibqw

Let us know how it works out!

Best,
Leopoly Team
Thank you so much Leopoly! I will look at this video directly understand how it works. I dont know how Voxels or anything works really but I´m sure this video will help me really. Thanks again for quick feedback for your video :)
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