Terrain union to hexagon sides thanks for taking the time to read my post.
I have a mesh terrain which i edited using the sculpt tools and found that it caused many vert issues due to their over-use (noob mistake on my part). I've spent days trying to find a quick solution as I will likely need to do the same a workflow again to another 120 hexes for my game.
Can anyone advise of the quickest way to fill in the gaps between the hex edge and the terrain mesh (2 separate objects). I am familiar with the triangulate function but having a hard time getting the mesh to combine correctly with the edge mesh even after testing pretty much all the modifiers.
The goal is to be able to remove offending polys that are in -Y axis range (below the ground of the terrain) and then use an efficient workflow to add in the missing areas quickly &gt; triangulate &gt; done... hopefully?
Any help appreciated. Thank you!
You can select in edit mode all the lower edge loops, extrude them and proportionally move them to the edges of the hexagon. Then use snap to edges so they adjust exactly to your sides.