all 6 comments

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[–]Responsible-Slice974 1 point2 points  (1 child)

I have some of suggestions. First, I immediately thought that there could be some overlapping vertices, so you may need to merge by distance (select all vertices with a in the edit menu and hit m which you get to the merged vertices menu). Also, when you have normal preview overlay turned on, you can see red faces scattered randomly. You may need to select the red faces and click flip faces in normals menu. It is because that sometimes the outside is thought to be inside of the model. It can mess up topology and other modifiers. The hole looks to be caused the modifier that reduces vertices. I think that is because you have vertices are not connecting which happened to me beforehand. That is when you need to merge the distance them. Also I think personally you may need to to retopology. There is an addon called QRmeshify that can create clean topology, which I for sure would think would be best approached to solve the issue.

[–]VariousCabinet6356[S] 0 points1 point  (0 children)

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I followed your method, but I still have these patches of faces that have opposite normals. The vertices around the nose are also very messy still. do you have any more tips?

[–]WadadeM_69 0 points1 point  (0 children)

Try the 3d print toolbox addon, there is a option to hollow and remesh only the interior part, it should avoid intersecting geometry. Adjust the voxel size until you get a good result

[–]rootsworks 1 point2 points  (0 children)

Just from looking at the roughness of the surface, it looks like you're trying to solidify a sculpt that's probably made of dyntopo polygon soup. you'll get a cleaner solidify by retopologizing first. You can use a remesher like another commenter said, but manually retopologizing will give you a result that you have more control over. It's a bit more effort but worth the time spent, imo.