There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective:
Repeating instances of a polygon hole into a surface that consists of multiple arbitrary quads.
I have attached a file that illustrates specifically what I mean:
I know how to accomplish this manually with a planned out approach by:
brake_disk_1.blend (910 KB)
- modeling the polygonal holes and extruding their edges to create the surrounding hard surface
- adding edge loops to the instance so that the repeating instances can have their edges bridged easily
- aligning it to the bridged repeated instances to the target mesh’s existing surface
- adding edge loops to the 2 meshes (the repeating hole mesh and the target mesh) so that they can be easily bridged/merged
My problems with this workflow is that it is quite slow and one cannot easily preview if they are satisfied with the result before embarking on the long and well planned journey (hence I suppose the evangelization of the workflow of sculpting and then retopology in Zbrush for hard surface).
(It is also destructive to the mesh in that it adds a lot of edge loops if you want to maintain quad topology but that is expected regardless of any sort of automation presumably.)
The faster alternative is to use a sculpting program and hope that an automated remesher results in a sufficient accurate solution, but I cannot imagine that this works 100% for game engine production quality models.
In the instances where presumably ZRemesher doesn’t output something useable, what is the best program (namely the one that has tools beyond basic vertex operations) with the best tricks,shortcuts,features for accomplishing this?