how to merge two objects in blender This is a topic that many people are looking for. cfiva.org is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, cfiva.org would like to introduce to you Blender 2.8: How to Fuse Meshes Together | Merge/Boolean Union. Following along are instructions in the video below:
There this is josh here from wooden rain and in this video. Im going going to show you how to fuse two objects together inside of blender. Now if have experience in blender or a 3b you know a decent amount you probably know how to do this already.
But if youre a beginner or you just dont know how to do this id suggest watching the entirety of this video. So the first thing. Im going to do is just add in a plain obviously you can fuse together just about anything.
But its just easier to demonstrate with a plain. Ill rotate this 90 move it up a little bit. And ill also add in a cylinder butt out lets wait on that lets first just work with the plane.
Im gonna also disable the floor and these axes. So you can see this a little bit better so. What we have here is just a basic plane and lets say.
I i dont know i subdivided this a few times. Lets do three and lets also turn these middle squares into a circular formation. So ill just use the loop.
Tools menu for that now. Lets say we want to diffuse a cylinder to this circle here. And its a very easy thing to do there are two different ways.
Were going to discuss the first one is by merging vertices and the second one is by using the boolean union tool. So lets go with the first one. And thats just the basic emerging vertices.
So in this case in case. Number one in order to fuse two objects. Together you have to have the same amount of vertices on each object that youre fusing.
So what i mean by that is for example. If i want to fuse a cylinder to this circle. Here.
I need the cylinder to have the same amount of vertices as this circle. So right now it looks like we have one two three four five six seven seven. There seven down here and thats 14 and then 15 16 to include the side areas.
So we need. 16 vertices on our cylinder in order to fuse it so im just gonna add in a cylinder. With just that many will change the vertex amount to 16.
And lets also rotate this in ninety degrees over the y axis and ill just move this over scale. It down a little bit and also join them together just like that so now. Our goal is essentially like an this a little bit closer our goal is to essentially merge this circle here on the cylinder to this circle here on the face.
And its very easy to do we basically just have to merge these vertices together so let me drop on a mat cap. So we can see this a little bit better so there i guess there are two different ways you can merge. These the easiest.
One is just to merge. But some people for whatever reason like to you know just fill like this and then fill in a face. But filling in that extra face requires an extra step which i dont like doing.
So. Quite. Frankly.
I just like to select. Two vertices press. Alt.
M. And. Then just merge them at the center.
It just saves. Us that one single step and then all you have to do is just merge. All the rest of these at the center.
So alt m. At center l. M.
At center. And make sure youre selecting the vertices that are across from each other so that way you dont mess it up and then ill just use the shift. Our command for each of these other ones shift are just repeats the previous one in this case.
Its merge oops as you can see i messed.
That one up. So be careful with that well press alt m. And ill just go around to all of the rest of these.
Doing the same exact thing. Im doing now all right awesome. So as you can see here we have successively fused this plane here with the cylinder as you can see if we were to drop in any sort of cuts.
It flows through very nicely now i also uploaded a video. I think like two days ago from the posting of this one on how to reroute edge loops and this would be a perfect situation in which you might want to reroute your edge loops. Im not going to go into detail on this video.
So ill link it in the description. You should definitely watch that video. But anyways we fuse this together.
So why not add on a subdivision surface modifier. So well take that on well increase it to a value of 2 for good measure and also smooth it out so you know ignoring these little shading issues in the front. Which you could just easily fix by constraining it with a proximity loop and flattening it like that you know ignoring those basic issues.
Which you can fix yourself we have some kind of ugly shading issues. Here and you can obviously use the bevel modifier. And just you know kind of bevel out that area or just adding.
Some proximity loops to clean up that shading. This is a perfect time to watch my tutorial on rerouting edge loops. Ill link it in the description.
But another thing you want to look out for when you fuse meshes together besides of the shading issues of course is little issues like these or you have like faces that have been added that you they were already there i suppose but just faces you dont actually need which you can still lead out like that and as you can see we also have a face inside of here. Which is causing some of these weird issues. So if we delete that face out you can see this fuses.
Much better. Theres no more real big shading issues. There so thats one way to fuse a mesh together.
And that is by using the alt em merge command. So the next way we can merge objects together. Is by using the union.
A boolean modifier that is in blender and the nice thing about this one is you dont need to have the same exact amount of vertices to actually fuse these together and theres gonna be so many times and youre doing hard surface models and you wont actually have anywhere near the same amount of vertices so this is a very popular option so in this case. I just put 24 vertices. So i could actually demonstrate so this one has 24 vertices.
The cylinder and if i move this you can see that this plane here had to reroute this to a circle for a second. But as you can see this circle. Here has the same amount as before 16 vertices around it so this is a pretty good to be pretty cool.
Because we can actually fuse these two together regardless of the amount of vertices. So the first thing worth. Mentioning is that whenever youre using the boolean tool on anything the two objects have to be separated.
So as you can see these are not joined together and another thing that i do need to mention is that the boolean tool is not clean. Youre gonna have to do a lot of manual cleanup. But oftentimes thats the only thing you can do thats the only option so dont get too discouraged.
Its actually kind of fun and therapeutic in some ways so the first thing were going to do is lets pull this over a little bit lets maybe even give it a little bit of an angle. Just you know for good measure to make it a little bit fun do it from this way. Well grab it on the local z.
Axis and kind of pull it in just like that and i guess we could solidify this. But it doesnt really matter so what im going to do is first select. This plane here and then we can drop on the boolean modifier.
Were gonna change the operation from difference over to union and then well choose the object to be the cylinder here and just real quick. Im gonna smooth this out and turn on auto smooth just so that way we dont see those ugly flat shaded faces. So lets make sure.
This is selected well use the picker tool and now weve essentially union these two together so what we need to do is click apply and if you have this weird shading issue thats because the original cylinder that we boolean stays it doesnt actually get deleted. So what you can do is just hide. This one go to the one.
Causing the issues. Delete. It.
And then. If you press alt h. To bring this back.
We have just the original boolean mesh.
Here. Now. If we tab into edit mode.
You can see that we have something that has went ballistic. All this geometry is super messed up if we were to add on a subsurf modifier. Were just having a bad day altogether.
So we have a lot of manual cleanup work to do here. But it shouldnt be too bad. Now.
The only thing. I want you to keep in mind. Is the word quad based mesh.
I want everything to be just four vertices per face or as close to that as you can get if you have a few triangles here and there it shouldnt be too bad. But try to get everything turned into a quad. So generally what we need to do is just start kind of fusing things together and if we were to select this vertex and double grab it or double press g.
Rather to slide. It and move it on top of that vertex. What we need to do is actually make sure it merges together.
So before we do that go to this little workspace panel go to options. And then turn on auto merge. So now when we press double g.
Itll actually automatically merge that vertex there so what i just did. There was i essentially got rid of that stray vertex over there and just merge it together for that one. But as you can see this face right here has five vertices.
So lets take care of this one lets select this vertex double g. Move it up and we can also do the same to this little edge right here just to make it a little bit more consistent. Well do the same with this one this one is luckily very close so well just double tap gee that ones moved.
We can go down to this one right here double grab g. And just kind of move these make it like as spaced out evenly as possible it doesnt have to be perfect. But just get it as close as you can for this one we could double tap move it over you know this isnt anything super exciting.
But i do want to show the process so that way you can fully see what youre supposed to do this one is still straight. We can worry about that later well come back to these lets just worry about the ones that are easily fixed at first go to this one move them this one. I guess well pull it here looks.
Like this vertex is gonna have the same issue as this one over here which we can fix later on well go up to this one double tap g. This one right here we have three right here. Its kind of hard to see well go back to these for this one.
Well move those like that same here. Sorry. If im boring you i just want to make sure you know everyones getting as much information from this as possible because it is pretty important as you can see some of the circle that i originally put is showing up so i dont know maybe that wasnt the best idea.
But once again we can still fix it i just went back to check some of these recordings and for some reason. My cursor doesnt always show up so i hope you can you know still follow along. I dont know why its doing that with camtasia.
But its still simple enough to follow i suppose well grab these im almost done here as you can see this one shouldnt be too bad. And you know what i dont even want. This circular area up here to even be here.
So lets just pull these all down all together. We dont need those its looking pretty good so already our mesh is getting fixed. So if we were to try to drop on a subsurf modifier.
Its still bad. But its not causing as many shading issues as it was before so another thing. Id like to do back.
Here is just completely remove this part of the cylinder. So well get this done real quick. We can just use the circle select tool select all these phases here like so.
And when you get up in this part you have to be really careful to make sure you actually get everything so well do that well delete those phases. There and we can worry about this back side again later for now. Im just going to go select all around this like so and just fill that in and we can fix it later on and lets get back to this side.
You have to start fixing up some of these stray vertices. We still have and remember were looking for quad based geometry. Which weve mostly gotten out just by moving those vertices.
But some areas just dont have that like right here.
We dont have a quad face. We have one two three four five six vertices. So what im thinking we could do is just merge.
These two together at the center. Just like that maybe that didnt well we have some triangles here now so you know what i might do it might be easier to just use the knife tool in this case. So i think ill do is press k.
Use the knife tool for this part put it right to there press enter. So now weve given ourselves a quad here and a quad here the only downside is weve created a pole here. But in this case.
Its not going to make a difference at all plus. This is a five edged pole and generally those and you dont even. Give you issues.
So lets go back up to this one. This one has a triangle and that one has a triangle should it be a huge deal. But lets just keep it consistent lets go ahead.
And lets move this over a little bit on the wax. Its just a little bit. So we can kind of see whats going on here.
And then what we can do is select. This with the knife tool by pressing k will cut all the way over to here press. Enter.
So now we have two very tiny quads they almost look like triangles. But as you can see if we zoom in here. Theyre actually not triangles.
So we have clods there this one right here. It doesnt look like we have a quad for this part. So once again.
I think we could just use the knife tool on this well press k. Move it up in a consistent manner and then pull it all the way over press enter. Its looking pretty good go back around to these we have the same issue for this one.
So lets press k. Cut. It all the way around and really all this is doing is just creating quads for us.
Were just kind of getting rid of those triangle and n. Gon issues. Its super simple this one right here.
Its really hard to see so lets lets be very careful what we do i think we should just merge all these together at the center. Just like that it looks like we have a triangle here. So what im going to do at this point is select this vertex will press v.
To rip the vertex so that way we have two separate vertices now and then we can go back to the other one thats part of the cylinder. So maybe if i pull this over a little bit will slightly pull that over and slightly pull this one over and now if we delete the phases for these triangles. We can make ourselves a very nice quad.
So well select all these vertices make it into a quad and then just one last one last n gone right here we have to fix use the knife tool for that so pull it over enter. And it looks like well we have one more right here. So lets use the knife tool and cut it to here.
And there we go it looks like we have quads all over this entire mesh and all we did was we use the edge slide tool and the knife tool. Its super simple and now were basically completely done. But its always good to go around and just double check for anything weird going on sometimes.
We have that right here. It looks like we have a weird shading issue. And thats probably because we have a duplicate vertex.
So let me go ahead and just snap that vertex right on there to get rid of that and it looks like everything is looking pretty good so now if we were to try to put on a subdivision surface modifier. Well press ctrl three look at that we have a very nice fusion here. The only downside is that we have this you know weird issue.
But thats just because of the end gone at the side. Well just pull that in and set these faces you just get rid of that you dont have to worry too much about it and now if we add some smooth shading this mesh is very nicely fused into the plane. And you know you could of course add in your constraining edge loops to make this look a little bit nicer as you go around it you know do whatever you want to change up the topology thats all up to you.
But this is how you do it this is how you fuse together with the boolean tool. I think this way is a lot more powerful because you dont have to have the same amount of vertices. But i figured id show both ways just you could see and once again go to the link in the description.
Watch the video on rerouting edge loops that i made and super important and hopefully this helped you out .
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