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Original subtitles

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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