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As shown below, I've got a complex shape/loop (340 verts) which I'm using as the base shape of some scaly hide/skin. I need to fill this with a dense mesh so it can be deformed with a lattice (to create folds and drape over a shield), and then have details sculpted into it using VDM brushes.

enter image description here

The issue is, I can't work out how to fill the shape properly with good topology and which can be subdivided without artifacts. A few methods I've tried:

  1. Creating face topology by hand - far too time consuming, and liable to errors.
  2. Grid fill - as it's a single, conjoined loop, Blender won't grid fill the shape
  3. Filling as an n-gon, then insetting faces to get even edgeloops. This worked - for two insets. Then the protruding parts of the shape got too narrow to inset.
  4. Filling as an n-gon, then using knife project to cut a grid into it. This is the most successful method I've used, but the grid leaves tris and n-gons along the edges, which produce artifacts after applying solidify and sub-div surface modifiers as per the below images. These artifacts are hard to eliminate even using dynotopo smoothing, and mean I can't get sharp edges to the hide/skin (which are preferable for my purposes). enter image description here enter image description here

So, is there a reliable way to fill a shape like this with an even mesh? If not, is there an alternative method/workflow I could use to achieve the desired outcome?

For context, I'm just using vanilla blender at the moment.

EDIT: Blend file uploaded:

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  • $\begingroup$ You can remesh it. Have you tried remeshing? Quad Remesher is really good but unfortunately it is paid version. $\endgroup$ Sep 22 at 2:14
  • $\begingroup$ Have you tried to remesh in Sculpt mode (which is actually the same as the Object Data > Remesh >Quad) then smooth the edges with the Smooth brush? Maybe share your file so that we can give a try $\endgroup$
    – moonboots
    Sep 22 at 12:41
  • $\begingroup$ Or please check my new answer $\endgroup$
    – moonboots
    Sep 22 at 13:49
  • $\begingroup$ @Moonboots - Thanks for the assistance, much appreciated. I've not got time to test your new answer now, but looks promising, so thanks very much. I've uploaded the blend file if you want to see what I'm working with. I did try remeshing using blenders QuadRemesher tool, but found it to be very inconsistent and lumpy. That said, maybe I need to play with the settings and add more subdivisions $\endgroup$
    – Aethon
    Sep 22 at 14:06
  • $\begingroup$ Update: @moonboots - thanks again. Tested your solution earlier and it's given me exactly what I needed! Marked as answered now. $\endgroup$
    – Aethon
    Sep 22 at 21:29

1 Answer 1

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Maybe try this way, first inset slightly the face (if you have too many vertices it may be better to remove some with the X > Limited Dissolve operation):

enter image description here

Hide the outer vertices, cut a grid with the Knife Project tool:

enter image description here

Unhide the outer vertices:

enter image description here

Extrude up the whole mesh:

enter image description here

Bevel the edges, create horizontal edge loops, the mesh should be ready for Lattice deformation and Subdivision Surface modifier:

enter image description here

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  • $\begingroup$ so it's a duplicate question to blender.stackexchange.com/questions/280411/…? $\endgroup$ Sep 22 at 11:32
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    $\begingroup$ Yes it looks like ;) $\endgroup$
    – moonboots
    Sep 22 at 11:36
  • $\begingroup$ i was struggling with this type of problem as well and only found this solution haha but still cool, but the Quad Remesher is also really awesome, it's unfortunately paid version though :( $\endgroup$ Sep 22 at 11:45
  • $\begingroup$ Does it keep the edgez clean? $\endgroup$
    – moonboots
    Sep 22 at 11:55
  • $\begingroup$ Instant Mesh is free though, i haven't tried for this shape $\endgroup$
    – moonboots
    Sep 22 at 11:58

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