How to connect open-ended meshes (Quixel) in a basic way?

Hey there,

I would like to close/bridge the gaps in some of the quixel 3D models in a way thats simple: connecting the vertices and adding my own material for the area thats merged.

Example below is something that showed up when playing with LODs… basically I like the look of a solid material for the gap. Embracing the ‘glitch’

Any way I can do this? Thank you!

Edit the model(s) after exporting to FBX (inclide LODs) with just about any DCC…
It’s not rocket science, particularly with what you describe. You just map the UV of the new area to be at the center of a single pixel you like the color of…

Thanks for the reply. But is there no way to make this all inside UE? I’m looking into generating a new mesh for that ‘connected gap’ into its own material (chrome for example). As seen inside the red wireframe.

I tried this. It looks crap unless you spend hours on it.

Easier to use closed meshes :slight_smile:

Hmm but surely its calculating something in that LOD preview mesh… You think its that hard to generate it into a solid one?

Have a go… :wink: