While I love all tutorial creators and I wouldn't have ever started otherwise, it's great to finally find these specific tutorials. New people won't understand how many good habits they're going to pick up and veteran hobbyist of Blender are going to have their minds exploded constantly. Addressing the community's bad habits, explaining why it's bad, and showing how to do it better. Take notes everyone, this is how you make a tutorial.
I've genuinely never seen better tutorials than these. All of them have been so informative and useful, (Engaging too). Thanks for making these Ian. They're superb.
Should have scrolled down, but I said the exact same thing a second ago. I really hope this channel blows up. If the Blender community had this understanding as a baseline, all our models would be sick af.
I just had the honor of turning your like count from 999 to 1k. This is so well done. I'm surprised that it's been posted for 1.75 years and only has 1k🤷♂
I'm new to blender and I was agonizing over the text topology. I've watched so many videos and this is the only one that worked for me. Your explanation was so clear, I was able to follow step by step. You have no idea how much I needed this. THANK YOU SO SO MUCH!
Thank you very much. I’ve tried quite a few tutorials on retopologising text and always come up short. This one is a level above all the others. It’s clear, to the point, and you explain the reasons behind each step. You clearly know this stuff at a very deep level. Thank you for sharing your knowledge!
I always come back to your tutorial, thank you so much for making it. I create my letter logos in Illustrator then export to SVG, import into Blender. Using your technique they look great.
Omg, thank you, thank you! Please, please continue making tutorials! It's so refreshing to see Blender videos that are actually really good and informative and teach good practice. Amazing!
Thanks for putting these together. Subsurface is powerful and can also be tricky. I like the repetitiveness to drive the points home so I can model with more confidence. Again, Thanks!
Totally Awesome! One of the best tutorials about working the mesh! Simply cool and clever. High level of knowledge. Excellent! Thanks again for sharing these advanced Blender techniques!
My good fellow... I have seen earlier methods similar to this demonstrated (I've even employed them myself), but you have shown us _the_ most excellent way. My grateful thanks.
I've been trying to add a slight curve to the edge of my logos for like a month. Even when someone told me about sub d and loop cuts you're the first video that made it make sense. Thanks homie.
At 7:00 the new face is filled in based on the direction towards the cursor. If you moved the cursor to the left of that single edge, it would have filled in that direction. No need to fill the whole face then carry on.
Ha. That's hilarious! I've been modelling since the beta versions of Softimage 3d and Maya. I've done this is in maybe 20 different pieces of software over 30 years and I did not know that. Thank you!!! Let me know if you spot anything else!!!
@@ianmcglasham LOL.... I love blenders usability / functionality... Its like moving the cursor out near the edge of the screen before starting a rotate or scale - to give more control. Almost no-one realizes that exists either....
This is by far the best explanation for converting curves to meshes I have found, and I have been looking for a long time. Thank you very much! I will be checking out your other videos as well
This is so much better than what I did until now. Clearly explained, too; even though there are no screencast keys it seems I know enough of Blender now to follow long without. Changing the curve resolution was THE trick for me; dunno why that never occurred. Thanks! You got yourself a new subscriber.
Thanks pir anha. I will be making a more advanced version of this one soon(ish!) showing a more complete and accurate way to do it. This one works well enough for most things though! Cheers.
Absolutely an amazing tutorial! I have run through it several times now and I am practicing it over and over to get better at it. I have subscribed and am planning to watch more! Please keep these awesome videos coming!!
Hey Ian. You are a life Saver. Please make more videos related to fixing Topology of other meshes as well. And for real you are really underrated. Hope you get some attention that you deserve. 😀
2:40 and thereabouts ... counting.. it can sometimes be more convenient to enable the 'Statistics' viewport overlay, which will show you how many verts / edges / faces there are in your current selection.
Yes it makes retopiogising it significantly easier. I'm currently making a video retopologising an entire font and I have decided to show my full professional method which uses curve resolution in an amazing way!
great to see this - the challenge I have is to to keep the text editable so that designers using the file can revise the number to whichever is needed - additionally that number is wrapped around a sphere like a pool game ball- I have used the remesh modifier with a shrinkwrap which works and looks clean in EEVEE though in cycles all the facets of the remesh show up nice and ugly - wonder if you might have any suggestions could try in addition to this approach for live text wrapped onto curved surface- many thanks!
SO glad I found this channel, just brilliant and unique content. Thank you! Can I ask why you expand the border out from the original outline (edgeslide of -6) and not inside like an inset move?
Thanks Duncan. Great question! You can do either - or a combination of both. The limit of curvature is restricted by vertices at acute angles to each other on tight corners and these arrangements are more common on the inside of text. As an introduction to the technique I wanted to keep the description simple so I opted to just go in one direction using the outer edge. The important part is that there 'is' a border which every tutorial I have seen so far misses completely!
I have even more advanced techniques when extreme curvature is required- say balloon like text - but I thought it might be long and overwhelming at this stage! Overlapping vertices can be dealt with incredibly well with a deeper understanding of the relax looptool! If enough people like this video I will make another talking much more about exactly your question!
Right, understood, so you're just avoiding converging normals on the inside of tighter curvature, got it. Great stuff. Looking forward to the Bishop and further videos!
If you have extruded your model and it looks a mess you might have to your normals facing the wrong way. Some of mine was facing the wrong direction. I found a short helpful video "Blender how to recalculate normals"
I'd love to see how you would tackle this with an svg, as if a client already has a text logo in svg format that can't be typed with a font within blender. Great workflow!
@@ianmcglasham Yes please. I'm finding no solutions and I have looked everywhere. Yours is the best tutorial by far but can't get it to work on custom text which so many title treatments are
Damn, sir, this is some top quality sheet... I found you with your bishop video, which is also excellent. Keep up the exceptional work and thanks for sharing!
ah in the first few seconds it's clear that you do actually know what you're talking about, in contrast to the many other tutorials on the subject that all just hack it together
@5:18 OMG I have been looking for a feature like this for a while now, thank you! It doesn't show the "Alt-WhDown" at the bottom in Blender 4.0+, for some reason.
thanks for these great tutorials! they are golden! but I have a question: do you use "mark seam" only to have a visual clue of what are the edge loops that are the ones which sharpen the corners? isn't "mark seam" also splitting the UV unwrap of the object at the same time?
Hi. Sorry about the delay! Yes. I use Mark Seam only as a visual clue! mark seam is supposed to be for marking seams which blender will use to split it up into islands for texturing. but i just like the way it turns them red!
Hi giantpunch. I would use the same method, but rather than add vertices to an edge to equalise the vertex counts on each section, I would subtract vertices from the side with the highest count. I would often leave the targets shirnkqrap object visible as I work. Removing vertices where there appears to be too much density. You dont ever really need more than a cluster of four verts to describe any curve. With that in mind, you can ensure that there is a good sensible distribution of ppints at every stage. While working on objects like this, you need to almost arbitrarily decide where to introduce corners ( which would be 4 spoked poles in the initial fill as you go). Does that make sense?
@@ianmcglasham Thanks for the quick reply! I don't really understand what you're saying here, but I'm gonna keep hammering at it until I figure it out!
How would you do this for script fonts? I gave it a go last night after going through this tutorial several times and it seems to be a bit different due to all the curves. Any suggestions?
I was unsure how to choose the best path for the faces, and the letter N was the hardest one for me to get the quads right. Did anyone else try the letter N?
PC user, Blender 3.5... "G-G" doesn't work for me...just activates Grab funtion. And although not related to video, I also can't align verticies to axis, as in: S(scale)) --> X,Y,or Z --> "0"... It simply goes to scale when I hit S. I have to manually go to options and select "scale" from "transform" menu, then the next operations work. Perhaps it's an addon? At 5:20, trying to use shift-V as my 'GG' while holding down "alt". Mesh turns into spider web.
When i have different kind of shapes in a logo, how can i bring it together as one object. What kind of approach do i need. example; different shapes in a circle, or something like that.
4:40 As a professional carpet installer who is used to living in a centimeter-centric environment I've set my Blender units to Metyric & Centimeters. For me an inset of 0.001 seems way too small, I can not zoom in as you did. Using 0.1 instead gives a similar result when zooming in. What units are you using?
hope blender can do it in the future without manual Edition hours..maybe with a special modifier for Text.. like C4d Text Animation and Text handling is fat beyond blender...and a fun to use ..this task example looks like payn in the ass and so much time for one Letter... I try it with modifier setups but its hard or on some forms impossible specially when the object deforms or with longer words..Ther is no setup near useable simple setup and Text handling editor it horrorshit . with geo node it ends most time also in artefact mess.. So for pros its to timeconsuming no body pay for hours to model a Word and later you become a another typing type and you becone per hand again..its sadly tru that blender 3.3. can not handle so important part od Animation that Text is even I n the future...blender need better remesh algorythm.
Lots of brands have an entire font created using methods like this as soon as they update their fonts! Whether it's Maya, C4d or blender. None of them create the correct topology so it always has to be done this way ( a slightly more advanced method actually which I will show soon!!) You would be surprised how many companies are prepared to pay for the hours!
No, offence, great video, kudos for your hard work, but . . . Am I the only one who thinks this is insane? All we want to do is have text that works like other meshes. This is too much work! Cannot the Blender foundation re-think this from the ground up? Perhaps we could separate the Blender fonts system from the operating system's font system and create collections of fonts that look similar but ALREADY have good 3d topology. Each new font could then be converted ONCE, just once, by a talented Blender team and then the rest of us could just download them and start creating.
It's difficult. There are many thousands of fonts with hundreds of new ones coming out all the time. I would be happy to be part of a team that did it but I think it just requires too many people and the licencing issues with fonts are different in every country. I think working on a solution which automates this process would be a better solution. I know a few people are working on it. I am willing to help anyone who wants to try to automate it with all of the rules I apply to different shapes but again, that is a big job. Retopologising each letter takes at most 3 minutes. There are no viable alternatives at the moment!
While I love all tutorial creators and I wouldn't have ever started otherwise, it's great to finally find these specific tutorials. New people won't understand how many good habits they're going to pick up and veteran hobbyist of Blender are going to have their minds exploded constantly. Addressing the community's bad habits, explaining why it's bad, and showing how to do it better. Take notes everyone, this is how you make a tutorial.
Inside my head, you are currently the topology god. Thank you very much for making these videos!
I've genuinely never seen better tutorials than these. All of them have been so informative and useful, (Engaging too). Thanks for making these Ian. They're superb.
Should have scrolled down, but I said the exact same thing a second ago. I really hope this channel blows up. If the Blender community had this understanding as a baseline, all our models would be sick af.
This in my opinion is now the penultimate channel for blender basics;
Amazing job my good sir!
Thanks so much punkeasy! I'm always a little nervous when I put a new one out and it is a huge relief if even one person likes it. Thanks!
The second to last?
@@the_greck came here to say this. LOL.
@@ianmcglasham dude they're so good. please keep making them!
I had a smile on my face the whole time during the movie. That kind of workflow is something that I want to achieve. Great place to learn!
Hey thanks again Markoz87.
I just had the honor of turning your like count from 999 to 1k. This is so well done. I'm surprised that it's been posted for 1.75 years and only has 1k🤷♂
This whole series was fantastic! I hope you make more content.
I'm new to blender and I was agonizing over the text topology.
I've watched so many videos and this is the only one that worked for me.
Your explanation was so clear, I was able to follow step by step.
You have no idea how much I needed this. THANK YOU SO SO MUCH!
Thank you Malice. I will be showing and even more precise text retopology method soon!
@@ianmcglasham Ooh, I can't wait to watch it! Thank you for your tutorials 💓
This tutorial saved my day (and sanity) after wasting a few hours trying to clean up my meshes after doing a remesh. Thank you for this!
Thank you very much. I’ve tried quite a few tutorials on retopologising text and always come up short. This one is a level above all the others. It’s clear, to the point, and you explain the reasons behind each step. You clearly know this stuff at a very deep level. Thank you for sharing your knowledge!
I always come back to your tutorial, thank you so much for making it.
I create my letter logos in Illustrator then export to SVG, import into Blender. Using your technique they look great.
Omg, thank you, thank you!
Please, please continue making tutorials!
It's so refreshing to see Blender videos that are actually really good and informative and teach good practice.
Amazing!
Thanks for putting these together. Subsurface is powerful and can also be tricky. I like the repetitiveness to drive the points home so I can model with more confidence. Again, Thanks!
I don't know why but I cannot remember this, back again to re-teach myself. Thank you!
Wow! Thank you for this great explanation - I searched and watched a lot of videos, but not 1 of them tackled the problem that I was facing.
Totally Awesome! One of the best tutorials about working the mesh! Simply cool and clever. High level of knowledge. Excellent! Thanks again for sharing these advanced Blender techniques!
My good fellow... I have seen earlier methods similar to this demonstrated (I've even employed them myself), but you have shown us _the_ most excellent way. My grateful thanks.
I've been trying to add a slight curve to the edge of my logos for like a month. Even when someone told me about sub d and loop cuts you're the first video that made it make sense. Thanks homie.
Dear sir!
I’m trying this when I get home.
Wow! This is definitely the best tutorial I’ve seen in retopologizing text
thank you for help make text to quad useful skill. i'm glade to learn this tings
At 7:00 the new face is filled in based on the direction towards the cursor. If you moved the cursor to the left of that single edge, it would have filled in that direction. No need to fill the whole face then carry on.
Ha. That's hilarious! I've been modelling since the beta versions of Softimage 3d and Maya. I've done this is in maybe 20 different pieces of software over 30 years and I did not know that. Thank you!!! Let me know if you spot anything else!!!
@@ianmcglasham LOL.... I love blenders usability / functionality... Its like moving the cursor out near the edge of the screen before starting a rotate or scale - to give more control. Almost no-one realizes that exists either....
@@neilmarshall5087 you should make some videos Neil. I bet you know all sorts of things that would help people out! All the best!
I like the text modeling process the most among the videos I've seen.
It has been of great help to me.
Thank you, you explained how to work with text in an accessible way. I followed your instructions and was very pleased with the result.
This is by far the best explanation for converting curves to meshes I have found, and I have been looking for a long time. Thank you very much! I will be checking out your other videos as well
This is so much better than what I did until now. Clearly explained, too; even though there are no screencast keys it seems I know enough of Blender now to follow long without. Changing the curve resolution was THE trick for me; dunno why that never occurred. Thanks! You got yourself a new subscriber.
Thanks pir anha. I will be making a more advanced version of this one soon(ish!) showing a more complete and accurate way to do it. This one works well enough for most things though! Cheers.
Absolutely an amazing tutorial! I have run through it several times now and I am practicing it over and over to get better at it. I have subscribed and am planning to watch more! Please keep these awesome videos coming!!
Top notch teaching. Great tutorial.....love your style Ian.
This is the best retopoloy text ever!! THANK YOU SO SO SO MUCH!!
Salem from Kazakhstan!I'm very glad I found your video! very helpful!!! thank you so much for your work!!!
Thank you!
this is incredible! i've been looking for a proper tutorial which explains how to do this for weeks - thank you so much.
Very detailed video as always, good job Ian!
Thanks Blue Spark! This one wasn't supposed to be made at all. It just popped into my head yesterday!
Brilliant tutorial, please keep up the great work
Hey Ian. You are a life Saver. Please make more videos related to fixing Topology of other meshes as well. And for real you are really underrated. Hope you get some attention that you deserve. 😀
Thanks Ian! Brilliant video 👍
Ha! Thanks Maria. You are the only one of my friends to comment. When can we come round for a cup of tea?
@@ianmcglasham Soon!!
thank you sir.
your brillant tutorial help me to improve blender skill so much
2:40 and thereabouts ... counting.. it can sometimes be more convenient to enable the 'Statistics' viewport overlay, which will show you how many verts / edges / faces there are in your current selection.
Dude this is so good. This is perfect
I didn't know i needed this until i saw it
The best tutor I've ever seen..
Not many videos on this and most just use the remesh modifier. This way is better!
Talented teacher, well done!
@@malekkinos cheers!
Brilliant Ian, well done! I really need to learn retopologies in Blender for a Cinematic Movie Title FX with smoke...
Man I can't thank you enough for this. :) Subbed to your channel.
These videos are really helpful
you are a grand master of retopo sirr, thank you.
For whatever reason I have never thought to change the curve resolution on text. Thanks for sharing!
Yes it makes retopiogising it significantly easier. I'm currently making a video retopologising an entire font and I have decided to show my full professional method which uses curve resolution in an amazing way!
@@ianmcglasham looking forward to it!
that's the way! thanks for the good info!
excellent video!! this helped me a lot!! thank you!
great to see this - the challenge I have is to to keep the text editable so that designers using the file can revise the number to whichever is needed - additionally that number is wrapped around a sphere like a pool game ball- I have used the remesh modifier with a shrinkwrap which works and looks clean in EEVEE though in cycles all the facets of the remesh show up nice and ugly - wonder if you might have any suggestions could try in addition to this approach for live text wrapped onto curved surface- many thanks!
Thank you! Brilliant tutorial 👍
Brilliant video. Thank you. Subscribed!!
VERY NICE! Thank you Ian.
SO glad I found this channel, just brilliant and unique content. Thank you!
Can I ask why you expand the border out from the original outline (edgeslide of -6) and not inside like an inset move?
Thanks Duncan. Great question! You can do either - or a combination of both. The limit of curvature is restricted by vertices at acute angles to each other on tight corners and these arrangements are more common on the inside of text. As an introduction to the technique I wanted to keep the description simple so I opted to just go in one direction using the outer edge. The important part is that there 'is' a border which every tutorial I have seen so far misses completely!
I have even more advanced techniques when extreme curvature is required- say balloon like text - but I thought it might be long and overwhelming at this stage! Overlapping vertices can be dealt with incredibly well with a deeper understanding of the relax looptool! If enough people like this video I will make another talking much more about exactly your question!
Right, understood, so you're just avoiding converging normals on the inside of tighter curvature, got it.
Great stuff. Looking forward to the Bishop and further videos!
@@duncanbell315 That's it! Bishop will be done this week. Uses borders in a slightly different way! Thanks again.
Great tutorial thank you
beautiful, exactly what i wanted
nice tutorial, i can see how this can be beneficial
Absolutely fantastic tutorial!❤❤❤ Kindly make an even more detailed video on a full text.
Thanks and regards.
Great Job as always. Thanks alot
OMG, you are very good, I hope one day get there too, thank you!! ;-)
Got mine to work.
A little deformed, but I'll try again.
Always better to learn some thing than gaze and scroll endlessly.
thanks !!
Excellent info!
Thank you!
Ok Please don't stop making videos and i promise i will leave booleans! hahaha
Ha! Thank you. That's the goal!
Thnx Allot!!!👊
noice!!
Thanks for the time and the tutorials. Could be x2 nice if can see the shortcuts always. Cheers!
Thanks Lester. I'll work on getting the keys on screen.
super
If you have extruded your model and it looks a mess you might have to your normals facing the wrong way.
Some of mine was facing the wrong direction. I found a short helpful video "Blender how to recalculate normals"
I'd love to see how you would tackle this with an svg, as if a client already has a text logo in svg format that can't be typed with a font within blender. Great workflow!
Solid idea. I'll put it on my list. It will give me the opportunity to show a more complete solution. Cheers!
@@ianmcglasham Yes please. I'm finding no solutions and I have looked everywhere. Yours is the best tutorial by far but can't get it to work on custom text which so many title treatments are
Before you criticize, I have analyzed and I realize I must topologize, harmonize and optimize my compromised and almost unrecognizable font.
so great!
Glad you like it. I have a new one coming out with a full professional method! I'll show the process for an entire font.
@@ianmcglasham Thank you!
Damn, sir, this is some top quality sheet... I found you with your bishop video, which is also excellent. Keep up the exceptional work and thanks for sharing!
Thanks V42!
Just amazing 👏 thank you sir ...
Text in blender 🥺🥺
Thank you MJ muftah!
@@ianmcglasham u r welcome ❤️
Thank you so much.
Cheers Pieter!
please do more organic shapes
There are some Capital letters with sharp outer corners, but rounded inner corners, how would you go about doing those?
sorry about the delay! Im making a video where I retopologise every letter! It will be in there!
@@ianmcglasham no problem, thanks for the reply, I really like the way that you explain things, it’s so straight forward, and easy to understand.
ah in the first few seconds it's clear that you do actually know what you're talking about, in contrast to the many other tutorials on the subject that all just hack it together
Wow!
In order to have the Edit in the N side panel one must first enable loop tools and mesh tools in properties... the more you know
@5:18 OMG I have been looking for a feature like this for a while now, thank you! It doesn't show the "Alt-WhDown" at the bottom in Blender 4.0+, for some reason.
thanks for these great tutorials! they are golden! but I have a question: do you use "mark seam" only to have a visual clue of what are the edge loops that are the ones which sharpen the corners? isn't "mark seam" also splitting the UV unwrap of the object at the same time?
Hi. Sorry about the delay! Yes. I use Mark Seam only as a visual clue! mark seam is supposed to be for marking seams which blender will use to split it up into islands for texturing. but i just like the way it turns them red!
This video should be included with Blender >__
I'm interested to know how you would do this with text that has curved corners and several points along the corner.
Hi giantpunch. I would use the same method, but rather than add vertices to an edge to equalise the vertex counts on each section, I would subtract vertices from the side with the highest count. I would often leave the targets shirnkqrap object visible as I work. Removing vertices where there appears to be too much density. You dont ever really need more than a cluster of four verts to describe any curve. With that in mind, you can ensure that there is a good sensible distribution of ppints at every stage. While working on objects like this, you need to almost arbitrarily decide where to introduce corners ( which would be 4 spoked poles in the initial fill as you go). Does that make sense?
@@ianmcglasham Thanks for the quick reply! I don't really understand what you're saying here, but I'm gonna keep hammering at it until I figure it out!
Very good
Very clean results. But I have a line of text with 23 letters. I need to do this with each one individually?
I would like to see every letter done.
Fantastic! I was hoping someone would be interested as there are some great problems to solve when retopologising a whole font. Ill do it!
@@ianmcglasham I'd probably watch that too.
Amazing
are there any tools that might speed up the process?
thank you thank you!
Wow bro i was out there manauly retopoing letters like an asshole
Thanks for this
which key do you use approx. 4.30 min, can't figure it out, you don't use keystroke shows, its
difficult to folow you
How would you do this for script fonts? I gave it a go last night after going through this tutorial several times and it seems to be a bit different due to all the curves. Any suggestions?
I was unsure how to choose the best path for the faces, and the letter N was the hardest one for me to get the quads right. Did anyone else try the letter N?
PC user, Blender 3.5... "G-G" doesn't work for me...just activates Grab funtion. And although not related to video, I also can't align verticies to axis, as in:
S(scale)) --> X,Y,or Z --> "0"... It simply goes to scale when I hit S. I have to manually go to options and select "scale" from "transform" menu, then the next operations work.
Perhaps it's an addon?
At 5:20, trying to use shift-V as my 'GG' while holding down "alt". Mesh turns into spider web.
When i have different kind of shapes in a logo, how can i bring it together as one object. What kind of approach do i need. example; different shapes in a circle, or something like that.
4:40 As a professional carpet installer who is used to living in a centimeter-centric environment I've set my Blender units to Metyric & Centimeters. For me an inset of 0.001 seems way too small, I can not zoom in as you did. Using 0.1 instead gives a similar result when zooming in. What units are you using?
It's meters, you can tell by how all the dimensions end with m.
At 3:30, what is the hotkey for quickly adding a vertex?🙂🙂🙂
Hi. It's "ctrl-r".
@@ianmcglasham OK! many thanks...🙂🙂🙂
hope blender can do it in the future without manual Edition hours..maybe with a special modifier for Text..
like C4d Text Animation and Text handling is fat beyond blender...and a fun to use ..this task example looks like payn in the ass and so much time for one Letter...
I try it with modifier setups but its hard or on some forms impossible specially when the object deforms or with longer words..Ther is no setup near useable simple setup and Text handling editor it horrorshit .
with geo node it ends most time also in artefact mess..
So for pros its to timeconsuming no body pay for hours to model a Word and later you become a another typing type and you becone per hand again..its sadly tru that blender 3.3. can not handle so important part od Animation that Text is even I n the future...blender need better remesh algorythm.
Lots of brands have an entire font created using methods like this as soon as they update their fonts! Whether it's Maya, C4d or blender. None of them create the correct topology so it always has to be done this way ( a slightly more advanced method actually which I will show soon!!) You would be surprised how many companies are prepared to pay for the hours!
No, offence, great video, kudos for your hard work, but . . . Am I the only one who thinks this is insane? All we want to do is have text that works like other meshes. This is too much work! Cannot the Blender foundation re-think this from the ground up? Perhaps we could separate the Blender fonts system from the operating system's font system and create collections of fonts that look similar but ALREADY have good 3d topology. Each new font could then be converted ONCE, just once, by a talented Blender team and then the rest of us could just download them and start creating.
It's difficult. There are many thousands of fonts with hundreds of new ones coming out all the time. I would be happy to be part of a team that did it but I think it just requires too many people and the licencing issues with fonts are different in every country. I think working on a solution which automates this process would be a better solution. I know a few people are working on it. I am willing to help anyone who wants to try to automate it with all of the rules I apply to different shapes but again, that is a big job. Retopologising each letter takes at most 3 minutes. There are no viable alternatives at the moment!
And I will be making Arial Black available as a free download soon!
"Why cant problem do all the work for me"
That was tedious. Imagine if you had to do a whole paragraph of text like that.
Lol. Thats the short way to do it! You are not going to like the full way at all!
this is way too much work, there has to be an automated process for this.