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in this tutorial we'll learn how to join
two objects seamlessly in blender and
how to hide the seam line between those
objects
as you can see here this is a separate
object joined to our suzanne
and we can see that there is absolutely
no border visible here it's very smooth
we can even duplicate this and move it
to any other location
it remains glued to the target object
and adapts itself to the profile of the
surface where we take it to
they are so nicely welded to the target
object that they look like an integral
part of the object itself
so today we'll discuss how we can do
this in blender
let us first start with a blank new file
we will delete this default cube
then let us add one monkey
we can apply this technique on any
object but this monkey has got a curved
surface which is good for a
demonstration purpose
we'll make this surface little smooth
so go to the modifiers tab and add one
subdivision surface modifier
increase these levels to three or four
and then apply the modifier
let us also turn on the shade smooth
option from here
now we need another object which we can
attach to this monkey
so let us add one cylinder
we'll make it smaller by a factor of 0.2
and let us also move it upward above the
monkey's head
we need some preparation for the
cylinder before we can attach it or join
it with the monkey
first enable the shade smooth option
like the monkey and then go to the
subject data properties tab
expand the normal section and enable
this auto smooth option
in the next step we need to move its
origin point to the center point of this
bottom surface
so go to the edit mode
enable the face selection and select the
bottom surface
now go to the mesh menu and under snap
select cursor to selected
so we get the 3d cursor at the center of
this bottom surface
now go back to the object mode and in
the object menu under set origin select
origin to 3d cursor
so the origin of the cylinder is moved
to the center point and remember that
this is an important step
we can now hide the 3d cursor
our aim is to snap the cylinder on this
surface but we don't want to join them
physically
so we have to turn on the snap mode from
here
then from this drop down we have to
enable this face option
then enable these two options as well
let us now pick up the move tool
as we move the cylinder near the monkey
you can see how the cylinder is getting
attached to its surface as if they have
been joined together
this is how the snap tool works in
blender
and it is even changing its rotation to
follow the curvature of the target
surface
but this is not very perfect there are
quite some gaps between the two objects
so we have to somehow deform our
cylinder so that it sits perfectly on
the round surface and these gaps
disappear completely
we can do that by using one modifier
called shrink wrap
let us first hide the monkey
now select the cylinder and go to the
object properties tab
remove all these rotation angles for the
time being
we have to edit the mesh data of this
cylinder so go to the edit mode
we'll first remove this bottom face so
hit x to bring the delete menu and
select faces from here
now turn on the vertex selection mode
and select all the vertices on the
bottom end of our cylinder
we'll extrude them and spread them using
the resize tool so press e to extrude
then press s to resize
move your mouse slightly like this and
click once to accept this change
perfect
in the next step we have to select these
vertices so press the shift key then the
alt key then click once to select them
together
if it's not working you can also use the
menu option which is called edge loops
now pick up the bevel tool from here
then move this yellow handle to add some
bevel to this edge
let us change the number of bevel
sections to 4 from the operator box
we have to now assign all the vertices
in this extended part into one vertex
group
so go to the subject data properties tab
and create a new vertex group
then we need to again select these outer
row of vertices using the same method of
edge loop selection
before we assign these vertices into our
vertex group we need to give them a
variable weightage that will gradually
change in this direction from one to
zero so for this outer row of vertices
we have to first ensure that this
weightage is 1 and then we can click on
assign
similarly we have to select the second
row here
and for this loop the weightage value
can be 0.8
now assign them
we'll quickly complete this for the
other edge loops as well
we have used a step of 0.2 here but if
you want you can go for a further fine
tuning for example you can add 10 edge
loops maybe with a step of 0.1 for each
of them
once all are assigned you can verify
from here that all the vertices are
selected so they are correctly added to
this group
we can now go back to the object mode
the cylinder is finally ready to be
attached to the monkey
so let us bring back our suzanne then
press the g key for the grab tool and
move the cylinder on this surface
you can place it wherever you like
now go to the modifiers tab
we have to add a shrink wrap modifier
we'll go with the default options and in
the target field select the monkey
then in the vertex group select the
vertex group that we have just created
now the cylinder will be glued to the
target surface and it will look like an
integral part of the same object
if you go to the material view mode the
border line between the two objects will
be hardly visible it will look very
smooth
let us verify this with some real
material so select the cylinder and go
to the materials tab we'll simply assign
a copper material which we have already
created
and the same material should be assigned
for the monkey as well it will then look
better
but we can see that a border line or a
seam line is still visible between the
objects
so select the cylinder and go to the
modifiers tab
minimize this modifier and add a
modifier called data transfer
in the source field select our monkey
this mix mode should be replaced
and in the vertex group select the same
group
then enable this face corner data and
expand it
turn on the custom normal
now we can see that the seam line has
almost disappeared between the cylinder
and the monkey
please remember that this custom normal
will only work if you have enabled the
auto smooth option right here
we can further reduce the seam line
between the two objects by adding more
subdivisions to our target surface
so go to the modifiers tab and add
another subdivision surface modifier
we'll change these levels to two
now it will look perfectly smooth and no
seam line is at all visible for these
objects
in this way you can add any additional
geometry for an existing mesh it will
perfectly join
and later you can also change its
position in whatever way you need
also you can duplicate this object and
create another similar geometry it will
follow the same properties and remain
attached to the target surface
if you simply join two objects together
you won't get this kind of a smooth
welding between them as we see here
and remember this effect will work best
if you have the same material for both
the objects
shrink wrap is a very useful modifier in
blender we have discussed some other
applications of the shrink wrap in our
previous tutorials
so i hope you like our presentation
today thanks for watching and don't
forget to subscribe to this channel
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