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$\begingroup$ Thank you very much for your reply. This was very helpful! Weirdly, I would never have thought of separating the object into different meshes, I need more practice I guess. This totally makes sense of course, so thanks very much for the tip :) Is this common pratice when working with complex meshes? I guess one might get problems if it is necessary to animate the object, but for static meshes this seems to be a very nice clean solution. $\endgroup$– n-i-c-l-a-sCommented Aug 1, 2015 at 14:52
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$\begingroup$ This works very well for me, I just have to be careful when I subdivide the separated object in zBrush in order to avoid holes at the transition between the two meshes; masking out the backside of the canvas and only subdividing the front plane works well though and it looks lot "cleaner" than my previous approach using triangle fans Thanks very much again, this was very helpful! $\endgroup$– n-i-c-l-a-sCommented Aug 1, 2015 at 14:52
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$\begingroup$ @n-i-c-l-a-s, complex items are often constructed of multiple objects. Consider a child's tricycle, and assume it is to be animated to the wheels turn, and the handle bar and front wheel turns, as well.. Starting from the back, the rear wheels will be one object, the frame and seat a second, the handle bars and front wheel assembly a third, and the front wheel and pedals a fourth. Now, in the case of the frame, the seat and the frame may be part off the same object, but for convenience, they may constructed of separate mesh sub-objects. $\endgroup$– brasshatCommented Aug 1, 2015 at 15:57
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$\begingroup$ Keeping the sub-meshes in proper orientation to one anther is made simpler by using the parenting facilities built into Blender. $\endgroup$– brasshatCommented Aug 1, 2015 at 15:57
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