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I've got a simple head mesh with eye holes already cut and I would like to add eyes as a separate mesh. I would like to maintain the dome-like topology of the new eye mesh while matching the existing eye hole perimeter. This is a bit of a challenge since the eye holes are bit irregular in all axes (part of the design).

I've only got a few flight hours in blender, but so far I've tried simple deform, mesh deform and shrinkwrap modifiers to match the eye mesh to the eye perimeter. I've also tried making a grid fill of the eye perimeter and then proportional editing to grab and pull out but the shape turns out pretty bad. I also tried insetting and extruding the eye perimeter to stairstep new geometry in a dome-like fashion, but couldn't get the results to be dome-like.

If I can utilize modifiers to get me pretty close then I can tweak vertices from there.

Final utility: to be separate meshes for 3d printing ... therefore the number of vertices on the eyehole don't necessarily need to match the eye.

(Next time I will probably model the eyes before making the eye holes.)

mesh image 1

mesh image 2

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  • $\begingroup$ Perhaps you can show your combination proportional edit .. shrink wrap effort. Please consider curve modifier. $\endgroup$ Dec 2, 2020 at 7:22
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    $\begingroup$ so what about duplicating the edge loop of the eye hole and beginning to extrude inwards, etc? Maybe share your file so that we can give a try? blend-exchange.giantcowfilms.com $\endgroup$
    – moonboots
    Dec 2, 2020 at 8:40
  • $\begingroup$ thanks @moonboots - just added $\endgroup$ Dec 2, 2020 at 19:36
  • $\begingroup$ Thanks for the insight mates. I ended up rewinding the clock to an earlier, simpler mesh and added a couple of simple deform modifiers after a shrinkwrap to some freshly modeled eyes. This curved surface video helped. $\endgroup$ Dec 3, 2020 at 5:13

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Your shape is a bit hard to work as it is already high in polygons, you should not work with high-poly as long as you are not satisfied with the whole shape in my opinion (and even afterwards, keep it low-poly, use a Subdivision Surface modifier to smooth, and only apply it if necessary), but, starting with what you're sharing, what you could do is duplicate the outer edge loop, simplify it (header menu > Select > Checker Deselect, then X > Dissolve vertices):

enter image description here

Then extrude inwards and fill:

enter image description here

Put it on the head, make some adjustments:

enter image description here

If you want to smooth it, give it a Subdivision Surface modifier (3 subdivisions) and apply:

enter image description here

Here is what it gives:

enter image description here

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  • $\begingroup$ Thanks, I like the checker deselect / dissolve trick. What are ur keystrokes for "extrude inwards and fill" ? $\endgroup$ Dec 2, 2020 at 21:22
  • $\begingroup$ E to extrude, then scale, use the top view to move the extrusions a bit forwards, at the end, when you need to fill the hole, join the vertices with F, fill the faces with F as well... $\endgroup$
    – moonboots
    Dec 2, 2020 at 21:24

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