I want to replace faces of an existing object to gain control over resolution (subdivisions). I extract edges and convert them into curves and create a mesh from these. Unfortunately placement/position of the resulting mesh is of. (All transformations are applied!) How can I fix that? Here is the model:
Your second post gives the answer: I want insert edge loops freely.
Subdivide is no option, since X and Y divisions are always equal!
I already thought about your 2nd solution (replacing faces with grids) but I wasn’t able to solve this either. This helps me a lot!
However, I am still interested for answers to my initial question.
Your first solution doesn’t look right. It doesn’t replace the face. The resulting face is stretched and only this face might live in world XY. What of the other faces?
In my mind curve2mesh should work like an extrusion. Why doesn’t it follow the initial curves? I could subdivide them easely and be done!
No, it doesn’t. The Profile-Curve lives in local-space. My 1st example was not a solution. It was an example for you to study to help you understand how curve-to-mesh works.