I’m bringing my old Cartograpers’ Guild compass rose project from Max to Blender, and I’m pretty excited so far. I’m a little curious though about a possible better way to extrude the trim pieces. In Max, I applied a bevel modifier to the curves and it triangulated the shape and extruded it and beveled it up to 3 levels. The faces it triangulated weren’t great but they were solid. Not what I’d call hard-edge modeling though.
In Blender if I convert the curves to meshes, I get a crap ton of edges, and can then select the inner and outer (there’s a hole in the middle) edge loops and bridge them…I get horrible triangulation…
Is there a better way to extrude these shapes cleanly and well triangulated so i can get better hard-edges?
Here’s what they look like in Max when they’re beveled. https://fantaseum.com/wp-content/uploads/2000x1200_GuildRose_pub.jpg