In Blender, extruding and beveling of SVG imported objects, works very well when they are still bezier objects, but the conversion of a SVG path to a mesh is very ugly, with a lot of unnecessary vertex and edges.

Is there a way to better the conversion?

Alternatively, is there a better way to model a mesh starting from an SVG shape?

Example of mesh conversion

  • $\begingroup$ That AI plugin doesn't work with 2.69 it seems. $\endgroup$ – user1605 Nov 14 '13 at 6:23

No, the conversion its self will be scan-filled (like the image you show), however you can cleanup the mesh after.

  • For more even distribution: Select the faces that have ugly tessellation. Select the menu item Mesh -> Faces -> Beautify Fill.

  • To remove redundant edges (and get an ngon), select the face area. Select the menu item Mesh -> Delete -> Limited Dissolve. set the angle very low to avoid loosing details of the shape, this will give you an ngon.


You might want to try this addon: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/AI_PDF_SVG

It will do the import, extrusion, and bevel in one step, and will use a better algorithm to fill with quads where possible, triangles when necessary. The addon will also import Adobe Illustrator and PDF vector art.

You can see a picture of what it looks like importing and beveling a file like yours here:

enter image description here

  • 1
    $\begingroup$ That AI plugin doesn't work with 2.69 it seems. $\endgroup$ – user1605 Nov 14 '13 at 6:23

You can use the remesh modifier to convert it to all of the triangles to quads.

  • $\begingroup$ An interesting trick, but I have more control with ideasman42 answer. $\endgroup$ – Paolo Gibellini May 24 '13 at 12:23
  • $\begingroup$ @PaoloGibellini, yeah. It's not a perfect replacement, but it helps a lot if you don't want triangles. $\endgroup$ – CharlesL May 24 '13 at 13:10

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