As you can see on the image below, I got a lot of vertices after converting the splines to a mesh. The splines a drawn manualy from an old map.

enter image description here

I already started with the filling process. Selecting two edges and fill them with Fwas not a solution, since it causes weird looking artifacts.So my second attempt is to select "nearest" vertices manualy and fill a edge between. This seems a bit tedious and a lot of work.

Does anybody have a good approach to this?

I have a silly Idea in mind: Using a clothing simulation to fall down on my splines and use the fianl result as my shape. Does this sounds like a good Idea?


You can select 2 vertices and create an edge as shown on your screenshot.
Then active edge selection mode (2), and spam F which creates faces until the end of the spline is reached. Select the whole spline by pressing L (Select Linked), then remove all faces (X, Only Faces)

  • $\begingroup$ Thats a very good hint. Is there also a fast way to create an equal number of vertices on the "curves"? and spread them even? $\endgroup$ – MaKaNu Apr 25 at 16:10
  • 1
    $\begingroup$ I used limited desolve which worked great. The manual workload is reduced drasticly and the result is looking great. $\endgroup$ – MaKaNu Apr 25 at 16:28

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