Join meshes with different vertex count

I have a mesh with 4 vertex (a box) and i want to combine it another that has 400 vertex (rubber erazer head)

It would be easy if both had 4 vertex, i would have used Alt + M but they dont.

So i just connected only the 4 vertex that are near, the other 396 are unconnected.

http://i40.tinypic.com/23l1ik8.png

Here is the result :
http://i43.tinypic.com/2uy3xhf.png

Issues:

  1. Lighting ( not really noticeable).
  2. if you zoom really near you can see the 396 vertex aren’t connected.
  3. If you subdivide the 2 meshes break apart competely.

How do i fix that ?

I created those meshes with uneven number of vertices ( 4 vs 400 ) on purpose because the tutorial said
to use more vertex in places where you want more detail.

Obviously you need more vertices to connect to. Adding loop cuts (ctrl+R) is one way. You also have unnecessary edge loops going vertically and horizontally and only defining straight edges. Selecting edge loop with alt(+shift)+RMB and X -> delete edge loop is one way of getting rid of those.

It might be faster to start again:



From top to bottom:

  • Default cube scaled and scale applied (ctrl+a -> scale) in object mode.
  • Edit mode, adding two loop cuts in every direction (ctrl+R, scroll wheel) and scaling (S) those loops near the corners
  • Subdivision surface modifier with level 2 added (ctrl+2)
  • Rounding other end by scaling edges in and moving them out a bit

If I were doing this I would have added a subsurf to the rectangle, then tightened up the edges with additional loops.

I find that using a remesh modifier is a quick way to unify topology if the absolute exact mesh as the operands isn’t needed. After it you could decimate the mesh if needed or shrinkwrap a similar mesh. Of course for a simple mesh as is this one its even easier to fix the count by hand as already mentioned.

thanks everyone for your help,

i was able to reduce the mesh to 18 quads !!!

http://i43.tinypic.com/2vs2g7q.png