I would also like to have the correspondent rendered in wireframe versions. I understand I could grab a viewport render with the wireframe overlay on, but I figured the quality was not there. How would you approach the task of creating a wireframe render, avoiding tweaking each of every component on the jeep?
As for my experience (even in products for sale) I use “Freestyle Edge” function and enable the layer in composting in case i need it.
Have you tried this attempt? it actually works great for me. In case no, I can write a quick “HowTo” for you
Edit:
Advantages are different settings for coloring, visibility, line width and so on
e.g.
Yeah, I think this is the “cleanest” solution as well.
Along these lines, if you want a viewport visualization of the effect, as opposed to doing it in the compositor, you can also add a grease pencil line art object to visualize the edge marks.
I didn’t see the description in detail.
Personally, I would prefer to use the Edge from Post Processing on the Blender Render engine of blender 2.79.
The Wireframe node uses only the parametric coordinates of the triangles… It has no access to polygons information.
Another alternative using a shader method, is to use a custom UVmap for all meshes (a small python script could be used to create the UVmaps)…
However this poses a little problem with the width of the wireframe, as it will be dependent of the size of each polygon. The only way to have a controllable size in this case (in Screen space), is to use OSL and its derivative functions.
The suggestion from @thecloser is probably the best one… but if you want to go with the shader method, I can write you the scripts for the python and osl.
If you think the wireframes are to thick then you could use a 200% (or more) version in the Output → Format Resolution and scale them down and composite them on your origianl render.