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Best tool or technique for cleaning "webs" in geometry


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Hi,

 

Can anyone here offer any advice as to the best tool/brush or technique for removing "webs" in geometry.  So what do I mean by "webs" ?  Well often when mesh is created from point cloud data "webs" of geometric "rubbish" will be created in tight areas that may have been occluded or where anomalous data or artifacts may have been introduced.  In respect to the human body these will often occur in areas such as between fingers, toes, folds of arm between bicep and forearm, behind the knees between thigh and calf....etc.

 

I've included a screenshot to give you a better idea of the problem.

 

 joint_rubbish.jpg

 

I often find these areas very difficult to deal with  When I attempt to get in-between the fold with a brush, the brush gets confused because the two sides of the surface are so close.... the upshot is that at least for me I find working in such areas very problematic.

 

It's very possible that I'm going about this the wrong way and I'm hoping that someone can suggest a good tool or technique for dealing with such areas.  If I was working with traditional media such as clay I could simply get in there with a sharp little tool and scrape the unwanted material away.

 

If anyone has any suggestions that might help me with this task I'd be very keen to hear them !

 

Cheers,

 

Joe

 

 

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In your leg example, try hiding the upper part of the leg with the hide tool (but do not hide the "web" part), then use the cutoff tool to remove the "web" part and then unhide the hidden upper leg part.

Also you could try adjusting one of the brushes to have a "sharp" alpha, and turn the strength up so it cuts deep, and then hit the "web" with that.

Also you could try painting the "web" part with the Pose Tool, and then use the gizmo to adjust your selection inwards towards the surrounding mesh.

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I do a lot of similar work with similar reconstructions and find the INVERSE fill tool works well, - hold ctrl to turn your fill brush depth blue and then instead of adding geometry it removes the geometry back to the underlying predominant shape. I also find a viewing angle where I can use the cut-off tool to cut away unwanted voxels without affecting wanted geometry, and then the fill tool inversed again to get rid of the remaining bits that're left.

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Hey Arumiat,

 

That's a great idea.  To be honest, I never even considered using the fill tool in the inverse mode until it was suggested by you and Carlosan.  I also use the cutoff tool all the time and find that very useful as well.  Thanks for the great tips, I'll give this a try for sure !

 

Cheers,

 

J

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