Turning a mesh into a reverse "mold" of itself

I need to create objects that look like a mold (for making a sculpture by pouring in melted metal or other material - that type of mold) for objects that I have meshes for. It seems like there should be an easy way to do this, but a search didn’t find anything and I can’t figure out how to do it either by altering the mesh via code or using shaders. Obviously it’s easy to make one part of it just by reversing the winding order of the polys and then slicing the mesh in half, but that only gives the indentation portion of the mold. It would also need a form around that.

This can be done with boolean modifers, each 3D Modelling tool should be capable of doing this.
If you have to do it on Runtime then you would need to search for a library that does that. It is not that easy as it might seem. Maybe see this post. Also I found this on the AssetStore.

Your Mesh usually must be closed otherwise it won’t work. This is especially an issue for an ingame soluation as each Normal or UV split would already break up your model. Unless the method is smart enough to recognize this.

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I don’t need to do it at runtime, so I can just make use of Blender (I assume it has that option?)

Sure it does!

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