Problem Meshes and Symmetry problems - a collection of errors and topology disasters 😂 Here I collect all the meshes as NOM file - I DON‘T need help but if you want you can try to fix the meshes

I DON‘T NEED HELP !!! :grinning_face:

I POST IN THIS THREAD ONLY PROBLEMS FROM OTHER USERS WHO SEND ME PROBLEMATIC FILES…

BUT FEEL FREE TO POST HERE YOUR WAY TO FIX THE MESHES

Here is Mesh problem 1

Gizmo / Symmetry Problem

My answer / solution on Discord:

First, inside the mirror repeater are duplicates - make sure that there is only 1 Mesh for each part of the hand. Second : delete the mirror - make sure that all objects are on the same side - not palm on the left and fingers on the right…. And last: hierarchy is not correct… and maybe also avoid scaling primitives with the gizmo… this could also cause problems…

ZORO.nom (2.4 MB)

Here is the fix video:

and the fixed file:

ZORO 2.nom (2.7 MB)

A complete Topology disaster - overlapping meshes / intersection - not welded mesh - inverse culling etc….

Here is Mesh Problem 2:

Here are a lot of Problems… :joy:

Maybe caused by boolean overlapping meshes or duplicates etc…

Then tried to fix - inverse culling - not even voxel remesh helps

AND if you want to play with it - for a few meshes TRY - (3dots) seperate Topology …

RAT BACKUP.nom (7.2 MB)

Version 2.nom (11.1 MB)

Version 3.nom (11.1 MB)

Version 4.nom (6.9 MB)

Version 6.nom (1.5 MB)

Version 5.nom (7.4 MB)

Version 7.nom (3.6 MB)

My try to fix this mesh:

Maybe I can help you with this :joy:
But first I do not have the exact same Nomad file to proceed and replicate what you show in the video.

However I saw on your video on the right, that you have XYZ values instead of cero.

While I build my tools I found this:

  • You need to reset your matrix objects. Because depends where you started and where the PIVOT object is, the pieces / objects will fly and scale everywhere.
    So, press reset and you will see what happens.

If they move exactly as when you deleted the mirror, then you know that you need to move your objects PIVOT.
This is the reason I ask about the origin, because if you put all the objects PIVOT at the origin then this will not happen.

OH! Do not forget to bake them when you move the pivot to the origin!

Now I am sure this is the problem!
I took Your first object called hands and I can see how you build the hands.

You need to have XYZ → 0

Oh yes! I know this was also painful for me until I understood what is going on!

For this one I am way to NEW using Nomad, but you could do polygroups and then MANTAIN / KEEP polygroups in your operations.

Or first separate the pieces by using the polygroups.

This is just an idea!

Can you provide the original file from before you had your try fixing?

I think I’d rely on Facegroups(FG) and the Quad remesher. Delete all the existing FG, then go in and Paint every form change as its own FG. QRemesh and relax the FG edges a bit using Operation menu. I’d love to try it on the original.

Here is Mesh Problem 3:

Here is a BAD AI MESH

Try to voxel remesh this mesh …. or try to fix it….:joy:

THE GOAL IS A SOLID LIKE MESH - SO THAT THE INSIDE IS FILLED

AND WALL THICKNESS IS OK….

Try to voxel remesh.nom (10.3 MB)

I post here problematic FILES from other users - not my problems…

I upload all the files i got from other users - if a mesh is not uploaded then I don’t have it …

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This one’s fun.
Its all thin wall instead of full mesh. You could either add in primitives to essentially replace everything.

Or, a dumb little ‘work around’ ,DONT VOXEL, add in a block larger than the mesh and clone it and hide the clone.
Make this mesh a negative to boolean out of block. There will be tons of floating pieces inside that cut out shape. Separating that block should make each of those theyre own objects, delete all the floating pieces, Then make the cloned block visible, and negative boolean the cutout block from the clone block. It should leave you with a solid cast of the original mesh.

Nice idea with boolean and a block … have you tried it ? I believe it only if you post a fixed mesh :grinning_face:

Only joking :grinning_face:

Thanks for your reply.

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This one is SUPER simple!

Check the mesh!
Have some issues inside!

I will rather kill whatever is inside and close the hole and then voxel remesh.

Here is a example of a SYMMETRY issue

If Symmetry is wrong then it‘s almost 100% a USER ERROR !

Everything is not centered and symmetry doesn’t work anymore…

Here is the problem mesh:

Symmetry problem mesh.nom (18.9 MB)

My attempt - trying to fix the symmetry:

Super simple ? :grinning_face:

I believe it only if you post a video where we can see that you fixed the mesh - so a mesh with fixed wall thickness for all parts so that a voxel remesh is possible without holes….

Only joking :grinning_face:

Thanks for your suggestions!

Next Problem Mesh:

A Mesh with intersections & flipped normal / inverse culling.

I guess caused by a wrong boolean operation…

This is the problem mesh:

NS_sword_009.nom (15.0 MB)

My attempt fixing the mesh:

Separating the meshes with FGs by normal

Symmetry fixed mesh.nom (7.1 MB)

DAMN IT!
Was HARD and new using Nomad even harder!

I did it!

OH! BTW!
Danke Dir!
Even if was hard I lern a couple of things more and I get out of coding for a couple of hours!

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Wel I use a couple of techniques, so it took me a while.
At the end it is solved.

:grinning_face_with_smiling_eyes:

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I wrote you in youtube.
3:40 as i told you in the forum. not in that way. it hard to understand who actually works.

As I told you does not work in that way.
Maybe I can do a video of that.

Happy that you solved it !!!

Sometimes it’s a hard nut to fix such meshes - but a nice exercise…

A Video would be nice for other users to see how you solved the problems…

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I tried but it was a lot thinner than I assumed hahah.

After seeing the model I’d honestly just prefer using that as a reference to model my own, intact, mesh.

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