I have a mesh with tons of ngons, non-manfold stuff, poles, and a decent amount of tris. Should I just give up on the mesh, or can I somehow rescue it?
3 Answers
To deal with bad topology, but not having to start from scratch, It makes sense creating a new mesh and retopologizing. That is: using some form of vertex/edge/face snapping and/or a shrinkwrap modifier, you trace and receate your old mesh using proper topology. This technique is also useful when sculpting at a high poly count and then re-creating the mesh with less polygons.
It sounds daunting but in reality it is not a big deal at all.
Here are a few links that might help:
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see also http://blender.stackexchange.com/questions/6253/how-to-convert-from-high-poly-to-low-poly/6407#6407 – Oct 25 '14 at 23:09
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And https://blender.stackexchange.com/questions/45460/where-is-that-new-retopo-feature – Apr 08 '18 at 18:43
There is also a modifier called the remesh modifier, which does a sort of automatic retopology. I don't recommend it if you need clean, efficient topology, as it's often required to turn up the octree depth rather high, which can result in a dense mesh.
However, it's quite useful when you need a quick way to e.g. get a boolean operation to work or make volume rendering happy.
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my computer crashes before its clean with remesh since i ahve many hole and stuff :D – TheCycleOfBlend Oct 26 '14 at 19:14
Sometimes it can help to just Remove Doubles.
In edit mode, choose edge select mode and type A once or twice to select all edges. Then just hit W and choose Remove Doubles.
In my case, I had simply deleted opposing faces and bridged the remaining edges. Removing doubles fixed the Bevel modifier not working.
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