Well, okay, time to “come clean” as it were Or really just clue you in to my intention.
A Blender font is actually how it started. What this is going to be is a game level. Inside the S. It’s going to have a very simple texture and so, like I said, the topology won’t really be seen all that well, strange as it may seem–it’s the other stuff inside it that will be more important.
So what is important to me is that it resemble nice curves as much as possible, while at the same time being low poly enough for the game engine to handle it. 10k or so is fine. Cars will drive along the curves up the walls and stuff, so it needs a nice gradient, but it’s important that it not be too regular. So what happens is I made it a nice high poly beveled mesh, and then decimated it, which gives me a fairly desireable effect for this game, actually, on the whole.
Now I hadn’t noticed any overlapping faces, although I knew there were some doubled verts.
However, just for kicks I tried the polyreducer script instead of the decimate modifier, and for once I think it actually came out much nicer. It’s attached if you’re interested.
I’d be quite open to any suggestions for a better way to achieve this, of course!
s2.blend (699 KB)