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I'm new to Blender. I modelled a leaf by adding vertexes all along by following the border of the image put as a reference in the 3d view. Now I want to improve the topology. I'm slowly connecting the vertexes horizontally and vertically to form the quads.

Is there a better way to do it? It's very time (and eye) consuming!

enter image description hereMany thanks

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  • $\begingroup$ Beauty fill + tris to quads? $\endgroup$ – Lukasz-40sth May 1 at 10:01
  • $\begingroup$ What does it mean? @Lukasz-40sth $\endgroup$ – GiuTor May 1 at 10:04
  • $\begingroup$ Read the manual. $\endgroup$ – Lukasz-40sth May 1 at 10:06
  • $\begingroup$ Tried them both but they don't work anyway thanks... $\endgroup$ – GiuTor May 1 at 10:22
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You could limit the amount of vertices on your boundary edges, it really depends on your final goal actually, if it's for a close-up shot, you can keep it low-poly and add a Subdivision Surface modifier to smooth it, in that case it will need a bit more vertices than my mesh, in order to sharp some extremities.

enter image description here

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  • $\begingroup$ Thanks a lot for your answer! How did you achieve that kind of net so quickly? $\endgroup$ – GiuTor May 1 at 10:23
  • $\begingroup$ I just began from scratch with a plane, I used your image as background, then draw the borders with some extrudes vertices, join vertices or fill faces with F, add edge loops, etc... $\endgroup$ – moonboots May 1 at 10:25
  • $\begingroup$ Many thanks, I think I will start from scratch again! Have a lovely day. $\endgroup$ – GiuTor May 1 at 10:26
  • $\begingroup$ if you want to keep the original mesh you can automatically delete a part of its vertices, you select all then Select menu > Checker Deselect, then play with the parameters in the Operator box, then dissolve vertices... $\endgroup$ – moonboots May 1 at 10:28
  • $\begingroup$ Many thanks, you are really helpful! $\endgroup$ – GiuTor May 1 at 10:29

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