CAD will mostly be all hard surface modeling. Most of it is larger slightly curved, or flat faces, then where those connect, you’ve got a bevel (CAD usually calls it a fillet if it’s curved). But NURBS are tricky to mesh, so it makes sure that the vertexes touch (usually), but that causes triangles. Lots and lots of triangles. And at first, the points aren’t even joined, when coming from Rhino at least.
So first step, just all the vertices that are actually sharing the same space. Great, you just screwed up your normals. So add the weighted normals modifier, and that’s fixed up. Go ahead and apply that, it’s not like you’re done here.
So you’ll be best off, if you simplify all the main surfaces, and redo all, the bevels after you fix up the topology a bit. But…how do you get rid of the bevels? Rhino actually can’t do that. It’s a pretty destructive software. Their solution, is to tell you to keep a version on another layer that isn’t bevelled. Oh, thanks!?
Fusion 360 is pretty awesome at doing that, but it takes some time. And honestly, I’d rather not support Autodesk. We still have a license of it because it’s currently coming free with Eagle, a PCB board software. You can just select pretty much any shape, delete it, and it automatically extends the adjacent faces to meet eachother where they would intersect without the shape. So delete holes, bevels, chamfers, an entire half of a model. But it takes time to select them all. And that’s just another software you have to bounce through.
So Blender. There’s got to be a way to delete a selection of faces, and extend the other faces, right? I know it’s not going to work on curved surfaces, because Blender doesn’t understand “A curved surface” when it’s part of the whole object. If you have an arc surface, it has to be segmented, and all blender would be able to figure out is how to extend the last piece. But that would be “good enough.” I don’t think you’d end up with fillets that are large enough to remove and also cause an issue anyway.
I have MeshMachine, and HardOps. Neither really work with bad topology. I’m trying to figure out some fast ways of creating good topology out of these with really high accuracy, but repeatable and fast. One of the biggest hangups is removing bevels.
I can select them all easy enough, but I want to remove them and just extend the other faces so they all join together. Then I can do a limited dissolve and have very little work left to get the model to be decent topology.