Instead of deleting the selection in Step 5, skip to Step 6. **Depending on the model, it may be difficult to adjust the Max slider to a value that doesn't include parts of the eyelids or nose, but I will explain in Step 6 how you can recover these features. When you find a good value, click "Apply" and Close. In the image below, you can see that the bottom edges of the eyelids are still red and some skin below the nostrils is also red. Check the "Preview" box so that you can see which areas are selected in red.Īdjust the "Max Quality" slider left and right until you see that no external surfaces are selected in red. When the Selection box opens up, slide the "Min Quality" value all the way to 0 (to the left). The shading values are stored in the Vertex Quality field of your 3D model, with values from 0 (black) to 1 (white), so we can use these values to select the dark (internal or deep) areas we want to remove. Go to Filters -> Selection -> Select Faces by Vertex Quality. We can now use the shading values to select the areas we want to remove. You can now see the internal structures that are shaded completely black. On the main toolbar, select the "transparent wireframe" view. You will notice that your model is now colorized from light to dark, with "deeper" areas shaded darker. Once you become comfortable with the workflow, you can play around with applying the light from different axes: "Lighting Direction" and "Directional Bias". When the new box opens, check the box to select "Use GPU Acceleration" and click "Apply." The default settings are fine for a first step. Go to Filters -> Color Creation and Processing -> Ambient Occlusion per Vertex. I will post screeshots below which you can also find in the Gallery. Here are the steps to hollow a head model in Meshlab. Note that this workflow is also useful if you simply want a 3D model (for viewing/interacting in software, Sketchfab) of a smaller file size where you don't need the internal structures and/or you don't want to decimate the model to achieve a smaller file size. I tend to go back and forth between Meshmixer and Meshlab for different functions to prep a print, but I like to use Meshlab for hollowing because it's quick and you can easily control how much "external" surface is selected, which is especially handy for models that have highly complex internal structures. Mike recently posted a great video tutorial on hollowing a head using Meshmixer. Here is another tutorial on hollowing meshes, specifically head meshes to obtain a face shell, but I use this method to hollow out bones as well.ĭr.
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