Hello all -
One very popular (and efficient !) way of building complex models consists of first doing a rough blockout of the main shapes and details using sculpting tools, to only later on proceed to a clean retopo pass ( and this is true for both mechanical and organic models btw).
There are multiple ways of doing this - either by relying on dedicated software like Topogun or 3DCoat, or by using Blender tools, either built-in (X-ray and surface snapping, Bsurfaces) or available as addons (Contours, Polystrips).
However … the issue I have with all of these approaches is that they don’t offer a way to clearly separate the processes of topology solving (how many edges should I use for this loop ?) from the process of actually building the polygons according to that solution.
One thing I like to do to solve my topology needs is to first draw Grease Pencil strokes over my model. That way I can easily backtrack, correct strokes, erase, and so on - that is to say, taking a non-linear approach to topology solving. And when I am satisfied with that blueprint I can then move ahead and built the corresponding geometry without having to think about topology solving.
I would like to automate that last, manual step. Hence my question : is there a way to evaluate a grease pencil sketch, in order to determine intersections and redundant vertices, and ultimately output a clean mesh result ? Like this :
This could be a great time saver, even if the results were rough. For reference, Topogun has something like this built-in … but it shows its limits when more “sketchy” lines are used (at 0.45)
Any ideas ?
In passing I should mention that even when doing this last step manually things are still faster and more predictable than if I were to do a “regular” retopo pass. Being able to automate that process would just be icing on the cake