Is there any way to cut holes into objects (using the modeler) that are the shapes of meshes? Not sure what the terminology of this is, so not finding what I’m looking for.
There are times when I have irregularly shaped meshes that I need to “cap off / layer” with other meshes, and, at the moment, I’m painstakingly editing the shapes to match.
I have to do this because a lot of the assets I’m working with are only modeled on one side (this is EXCLUSIVE to Two-Sided Materials). So, I have to cover that side so the player doesn’t see directly through it. But the base shapes do not fit, so I have to trim them, and this is such annoying thing to have to do manually.
Sounds like you are describing a modeling boolean operation. You could look into doing this with the Unreal modeling toolkit under the “Model” section, but it would be a lot faster for you to do this outside of Unreal in another 3D app.
@EvanHammel ← I did a quick search and I think you’re correct. I’m basically “keyholing”. I was also afraid you’d say to use a different modeler, because I really, REALLY don’t want to learn another application right now. I’ll look deeper into Unreal’s native modeler to see if it’s possible.
Now here it is with the blocking mesh that I created by painstakingly tracing the shape of the original mesh’s negative space with the modeling tool (I used the sphere cutter on a basic cube shape):