Hello guys
Let say we have 2 long metal beams and want to "connect" them and add some wilding details with sculpting.
Pretty obvious - boolean union, dynamesh/remesh when sculpt.
But the problem is what our actual weld sculpt will cover something like 1-5% of model surface, so we will waste tons of polygons on long surfaces.
I make some experiment with cutting out just a part or geometry, remesh it, sculpt and when shrinkwrap + normal transfer, but unfortunately it still creating shading artifacts on the gap.
Also a quick test of baking in marmoset show some problems where geometry underlying the "sculpted geometry patch" creating artifacts.
Maybe there's some tricks to make it in more optimized manner?
Replies
https://80.lv/articles/highway-scene-using-blender-for-modeling-and-vegetation-workflow/