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In Blender, extruding and beveling of SVG imported objects, works very well when they are still bezier objects, but the conversion of a SVG path to a mesh is very ugly, with a lot of unnecessary vertex and edges.

Is there a way to better the conversion?

Alternatively, is there a better way to model a mesh starting from an SVG shape?

Example of mesh conversion

someonewithpc
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Paolo Gibellini
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3 Answers3

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No, the conversion its self will be scan-filled (like the image you show), however you can cleanup the mesh after.

  • For more even distribution: Select the faces that have ugly tessellation. Select the menu item Mesh -> Faces -> Beautify Fill.

  • To remove redundant edges (and get an ngon), select the face area. Select the menu item Mesh -> Delete -> Limited Dissolve. set the angle very low to avoid loosing details of the shape, this will give you an ngon.

ideasman42
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You might want to try this addon: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/AI_PDF_SVG

It will do the import, extrusion, and bevel in one step, and will use a better algorithm to fill with quads where possible, triangles when necessary. The addon will also import Adobe Illustrator and PDF vector art.

You can see a picture of what it looks like importing and beveling a file like yours here:

enter image description here

howardt
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5

You can use the remesh modifier to convert it to all of the triangles to quads.

CharlesL
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