Ok. Moving forward.
I tried network approach by Barry-H. It's pretty straight forward. Network have useful options to tweak result shape via Custom and Uniform mode.
Network also doesn't rely much on a profile density so you may use dense and not evenly spaced curves.
Unfortunately result shape builded by network operator have one of artifacts i mentioned earlier.
I tried to export this shape to .obj and i have one additional question.

- " How should i export this type of geometry (botomm right shot) ? "
If we leave vertex with such high valency it definitely cause artifacts on render.
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