I was trying to do a simple text warp effect in Photoshop and the built-in effects didn't give me the exact shape I wanted, so I decided to give it a shot in Blender. Blender's versatility allowed me to easily warp and scale the text, but the problem is that the text mesh I created had extremely poor topology which doesn't deform well. Ideally, I would like to have a very even quad topology.
I can create the desired topology manually using the steps shown in the image below:
This allows me to use proportional editing lattice or bend modifier and get a clean deformation. However, this is quite time-consuming, so I was wondering if there is a simple function that will allow me to get a result similar to that shown in step 3. but a bit more automated to save time and allow iteration if I need to change the text? Basically, I need something like the dynamesh remesh feature of zbrush that takes an input mesh and slices it into an even grid. Does this exist in Blender?