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.
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:
- Creating face topology by hand - far too time consuming, and liable to errors.
- Grid fill - as it's a single, conjoined loop, Blender won't grid fill the shape
- 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.
- 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).
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.