Is this type of overlaping mesh a problem?

Question Modeling

026-01-17 203108.png026-01-17 203137.png

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  • Martin Bergwerf replied

    You mean that intersecting Geometry, Deb?

    Well, if you can't see it, it's totally fine.

    Here's an example of two Meshes, where one is intersecting and the other is not. can you tell which is which?

    Intersecting_00.png

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  • Martin Bergwerf replied

    If you want to Bevel the parts, itĀ willĀ make a noticeable difference though:

    Intersecting_01.png

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  • Deb kanta Guin(AgainstTheFlow) replied

    Thank u martin...i dont need bavel also its not a important piece but i can just use the shading tabs bavel (Cycle off course) if needed.....Thank u again martin..

    • šŸ‘
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  • Deb kanta Guin(AgainstTheFlow) replied

    Also, thanks for reminding me of the word 'intersecting' haha

    • šŸ‘
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  • Martin Bergwerf replied

    Even with the Bevel Node, you will get a different result, depending on whether the Meshes are intersecting or not.

    So, it all comes down to how visible it's going to be, versus how much work it is to 'fix' it.

    In general it is not recommended, but if you can get away with it, why not.

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  • Deb kanta Guin(AgainstTheFlow) replied

    Okay Martin, thank you very much. I really need to clear a few things up now. Here’s what’s happening:

    First, I wasn’t able to model this as a single mesh because it was creating a 6-edge pole in a very tight area also baveling things was messy026-01-18 131653.png026-01-18 131707.png

    and I couldn’t figure out how to resolve it properly. That’s why I ended up creating two separate meshes.026-01-18 132020.png

    Because of that—and probably due to some incorrect vertex placement—I’m now facing alignment issues between the parts.

    026-01-17 203108.png

    As you can see here, I’m using this as a completely static object, only as a decorative element.

    026-01-18 130816.png

    026-01-18 130842.pngPlease let me know what I should do now.

    Do I need to fix anything at this stage?

    And if yes, how should I fix it without introducing bad practices?

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  • Deb kanta Guin(AgainstTheFlow) replied

    Someone else also pointed out that if a mesh does what it’s supposed to do and looks correct, then it’s fine. But if the asset is meant to move and the topology breaks during deformation, that’s when it actually needs fixing.

    What do u think about this? i also want to hear ur oppinion

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  • thehomme replied

    I would stick with a single mesh. Avoid the pole by adding supporting edges either side of this join. Where it gets complex is doing so in a contained way without propagating loop cuts all around the model. I have to say you have some very fine loop cuts that really should be removed but they are possibly there due to propagation from other loop cuts you've made. You need to keep on top of these or the model will become very difficult to manage

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  • Deb kanta Guin(AgainstTheFlow) replied
    Thank you very much, thehomme. I understand your point and really appreciate it.
    For now, I don’t think I’ll spend more time on this part, since I’ve already rebuilt the whole piece again. I was actually moving forward, but I kept looking back and rebuilding it because there were some shading issues around that pole. That’s why I redid it. Now it’s looking good, and since it’s not causing any problems, I think I can finally move forward and finish the model—I’m very close to the end.
    Thanks again for your insight, I really appreciate it 😊
    OldĀ 
    026-01-19 112402.png
    new
    026-01-19 112606.png
    • šŸ‘
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  • Martin Bergwerf replied
    That looks good now!
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  • Deb kanta Guin(AgainstTheFlow) replied

    Haha thank u martin....

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