These naked edges happened following me joining the surfaces after splitting the original ring surface into 4 and mirroring one section as a result of one of the pipes I used to create the texture refusing to boolean difference. To fix this I tried rebuilding the ring from flowing the pipes along the surface, but that also wasn’t working and I encountered additional pipes that refused to boolean difference. What is the best way to go about fixing the naked edges I have here without rebuilding?
As well I took a closer inspection at some of my surfaces, and I had quite a few edges like what is pictured below that I couldn’t fillet (some of the vertexes have triangles coming out the other side). What is the best way to fix that?
(EDIT)
just a note - at 4:51
looked like a messed up point snap to me at first glance - but its a view distortion as Kyle pointed out below. (my mistake - sorry)
This is very good explained i learned this from the r8 Bible and i find myself using it alot its one of those techniques that should be in the “tool belt” at all times
Moving the surface seam is new to me and looks equally important especially for boolean operations
yep.
but i used a s simplified 2d center-curve.
with a 3d curve - those intersections get quite complicated.
i tried to script something but i did not manage to find a fast approach - for example intersect surface self functionality is missing…
mesh has a self intersection method
your method will for sure fail with this little monster…