Hey, so in this video. I’m gonna be showing you how you can fix the manifold on your 3d models that in a very quick and sort of dirty fashion, but you can still get some really good results out of it. You can like the classic method of fixing manifold issues would be to just go and repurpose the model. Edit it and see what you can do about that. However, with very complicated models that becomes not very practical, you can either use. I did it in a prior video. How you can fix manifold issues. This one uses mesh mixer and is a lot more convenient or user-friendly. I guess I can say so this particular model here. I got from the website called Model Resource. It’s a fantastic way to get any kind of video game model. Really, there’s a hundreds of them here in this particular case. I got the iron boots from Twilight Legend, Zelda Twilight, Princess and I just downloaded. It brought it into blender, and I’m just looking at the model now and this is I’m not going to give detailed instructions on how to use blender, but you select the model press tab on your keyboard, go to edit mode and with the Vertex mode selected down here. If you press the control shift Alt M you will. It will automatically select all of the non manifold vertices in your 3d model. These are the ones you have to fix or repair to have your model Actually, 3d printable. Now, instead of using blender to fix this issue, I’m going to instead just directly import this entire thing into mesh mixer. So mesh mixer is a free program, so that’s good to know. Let me just so I can see here. The iron boots have a lot of problems. Everything’s red. All you have to do is go to edit go to make solid and this is the the air you can be playing around in mostly in order to fix this model. So this is their way their initial way of trying to fix the model and it’s completely destroyed so up here in solid type instead of fast go to accurate and just hit update and once it’s done processing, just move them cursor around, and you’ll see everything so to get everything back. Because did obviously a lot of detail has been lost. Bring up the met the mesh density and the mesh accuracy and then hit update again and basically, you’re going to be doing sequential updates like the just until you get the result, you would want the mesh. You would want to actually 3d print mind. You make sure not to bring the mesh density and all that all the way up because that will definitely crash this program so over here in the offset distance, just click here and the just clicked into whatever number was there and replaced it with, like zero decimal zero one and then hit update. Okay, cool, so now you can see, We’re getting a lot better results for this 3d model. I’m just gonna go ahead and bring up the mesh density and the measure accuracy. A tad bit more, so I’m still getting holes in this model, so I’m just gonna bring up the mesh distance to about zero decimal zero Three millimeters and see what kind of results that would give me. This should close them huge holes. I’m seeing in the iron boots, okay, So, for this particular model looks like in order to fill up the holes. I’m gonna have to bring up the offset distance quite a bit so instead of 0.1 Which is what gave me the results. You see right here. I’m gonna go ahead and put in 0.8 and see what that would give me. That’s basically the only property you were going to be dealing with or playing with in order to fill up any obvious holes. If you want a more detailed model, you would play with the other two options, which are the thickness and whatever the other one was. Okay, so this might be a bit too much. I’m gonna bring that down a little bit. Maybe 0.3 0.4 jeez! I did not expect that, okay. So apparently, it really escalates very quickly. So make sure you do it. In very small increments, normally, you don’t have to go higher than like, 0.2 millimeters, but for this particular model, it’s full of holes full of bad vertices. I should say okay, and this is about the detail you would come to expect using this method to fix the manifold in your 3d models, So you can go like this is what I’m going to be doing. I’m gonna bring this model into blender and re add any kind of intricate details that would have been lost from this 3d model, so just go to file export. Okay, so this is our 3d model that I just brought into blender. I’m going to first off go. I’m gonna fix these holes on top and to do that. I’m going to just select the model. Go to sculpt mode and go over here to the left select dynamo or dine topo for dynamic topology. I guess that just basically allows you to add vertices or subtract Vertices based on how how close or far you’re zoomed into the 3d model. So in this case, I’m just gonna click smooth, and I want to smooth out this top portion Because I don’t want whatever this is supposed to be, so I’m just gonna smooth it all out until it looks just more like boots. I suppose, so that’s decent enough. I’m not trying to make it perfect, exactly just enough to illustrate my point here. So the main tool you’re going to be using here to re add detail is the crease tool and make sure it’s on subtract. You don’t want to be creating protrusions, so this portion, right, There also needs to be smooth. Let me just go back to smooth and just fix that quick, smooth all that out. That’s decent enough. Keep in mind that your printer is probably not going to be able to pick up on this minor detail, right there, so anything you would add would have to be very exaggerated. I suppose, so in all honesty exists. I don’t think I need to add any more detail to this model. I just want to make sure there’s no like glaring holes in it. And once you’re satisfied with it, you can just go ahead and I suppose confirm first off that it’s a manifold 3d model. You can just select the model press edit, go to edit mode and as you can see, it has a ton of vertices. It doesn’t need so. I’ll deal with that later. So press control shift Alt M and no Vertices appeared. That’s because it’s perfectly manifold and perfectly 3d printable, But as I said, it’s not, it has way too many vertices. It’s a 50 megabyte file, which it does not need to be so and blender. You can go to add a modifier at the decimate modifier and for the percentage or the ratio. I guess just type in 0.3 and that’s should I see from the faces here. You can see that number. Go down dramatically! When you export from meshmixer, it adds a ton of unnecessary vertices, which you can normally fix and meshmixer in this case. I’m just going to do it in blender Because why not so 0.1 and that should be perfectly fine. Okay, so I managed to cut it down to about 57,000 vertices. Actually that I can do a lot better than that, so let’s just do 0.05 and called that complete. Okay, So that seems that seems good, so just go ahead and apply the decimate modifier, And now you have your finished 3d model that you can export and hopefully 3d print just to prove that actually works. I’m going to load this up into simplify 3d Okay, so the first thing it’s way too big, so I’m just gonna go ahead and resize. This do something a bit more because I don’t think I need those boots. I’ll just put it around. I’ll say 50 millimeters. That’s perfectly fine and everything looks good here. Let’s go and actually slice it up. See how that works, so I think it’s a perfectly fit and full 3d model. This is perfect for 3d printing, and that’s how you would do this very simple steps. You just load it into mech’s mesh mixer at the solidify modifier play with the settings export it and you can read a detail that you would have lost using this process. Okay, anyways. Thank you for watching this video. Sorry, if it’s a bit short. Any questions comment below And I’ll. I’ll do my best to answer them.