While teaching myself Blender, I had the brilliant idea to take a print model and retopography it for animation. This has turned out to be much more difficult than I thought it would be, and here is one of the problems: because limbs are pressed into each other and not full formed, I have to tear them apart and sculpt the missing pieces myself. Before I can start sculpting on them, it looks like I’ll have to fill in the holes I’ve created. Before I can do that, I need to figure out a way to select the edges of a high poly mesh. The problem with that is edge loop select is completely worthless. When I use it, I get roughly 3 edges of god knows how many I need to select. When I take the time to manually select a few edges and try grid fill, Blender just laughs at me. Regular fill works, but then I can’t sculpt because it’s only one face. Subdivide doesn’t seem to work.
Here’s an example of an arm that was pressed against the body, which I detached and now has a large hole in it. What the quickest, least frustrating way to fill in this hole so I can sculpt it out so I can retopography for animation?