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Description
For example, we have a mesh of complicated shape and made of evenly distributed polygons. So flat surfaces and relatively curved and sharp ones have similar polygon density, which sometimes is not rational. Flat surfaces can be drawn by less polygons and curves need to be more detailed to look smooth or properly sharp.
Idea is to make a tool, that would preserve basic shape of mesh and create new topology for it, approximately based on user defined quantity of polygons per arc angle. For example: Curve turns on 15 degrees & gets one polygon, no matter of curve's size.
So flatter surfaces get less polygons and curved surfaces & corners concentrate polygons.
There also can be an adjustment for lonely one-edged sharp corners, that would work like bevel tool. Distance to define corners as lonely must also be adjustable.
This tool, combined with vertex slide, will simplify creation of complicated shapes with rational topology.
Also it can be used dynamically with sculpt, so, for example, mesh will get new polygons when adding a big sharp bump on it, and remove unnecessary polygons when something is flattered.
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emu wrote on the 20 Jul 08 at 22:00
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Do you know the micropolygon patch? I think your request is related to it. Have a look youself - http://blenderartists.org/forum/showthread.php?t=119216
All these tools have a problem they will never generate nice quad topology and thus never be compatible with SubSurf.
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etyrnal wrote on the 28 Oct 08 at 01:26
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i think it would be cool to be able to create an empty mesh object, and tell Blender, "Hey, Blender, use this other object as my 'background' or basis shape." -- then You could control-click to add an individual vertex. Once the vertex appears it is selected, and You can Grab it, and slip it around on the surface of the 'basis' object. If you drag it near enough to another vertex, an edge is automatically created between the two. This would be extremely fast.
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etyrnal wrote on the 28 Oct 08 at 01:31
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...additionally, if when dragging the newly created vertex close enough to an edge, you could press a key that would subdivide that edge wher ethe vertex is and connect the two. when the vertex is dragged around, it moves already connected edges around too.
the caps lock key or another method could be used to decide whether faces would be generated as you go...
three vertices could automatically create a triangle..
a quad could be created automatically by calculating if the most recently added vertice could make a logical quad...
there could be a 'prefer quads' construction mode, or a 'prefer triangles' mode...
if You control-click on an edge (of the mesh You are generating) it can bisect the edge you clicked on and insert the new vertex at that point...
imagine it - make it
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