That works quite well, I made a tool that did it similarly a while ago. It basically goes like this... Boolean, select borders, convert to renderable spline.... Youll probably want to normalise the splines if you have high res geometry or they get quite messy. My script copied the uvs generated for the splines into vertex…
I have been talking to a friend about doing this with houdini but I wanted to see if anyone here had suggestions for a max centric approach first. I'm modeling a lot of welded tube and plate structures for Wrench. It's very tedious work with lots of manual cleanup. Here are a few examples showing different configurations.…