As an example, take the mesh that someone else created: http://i.stack.imgur.com/oLZU8.png
Its a ton of cubes that have been mashed together and while the result is cool, the inside is very messy and has a lot of vertices on the inside that need to be removed. Cleaning that up would take up more time that I have in this lifetime.
I haven’t yet been able to find an answer on Google.
How do you quickly delete a ton of internal non-visable vertices?
A more apt way to put it might be: How would you vacuform a model?
I haven’t worked to much in blender or game dev overall but from the little I know, that combination of cubes are a real mess and a hassle to fix. If you want to achieve similar results without the internal vertices, I would suggest subdividing the mesh and then extruding the parts you want to stick out. Perhaps a mesh like the one you linked to could be used to bake out a normal and/or displace map onto a normal sphere as long as the geometry isn’t to extreme (to little experience to validate this)
The immediate answer would be to use a spherical boolean subtract object and subtract it from the inside.
That should get you part of the way to cleaning that up I’d imagine.
Look up “BoolTool” for Blender, or use the native boolean tools.
Other than briefly playing with BoolTool, I have yet to work with Blender’s Booleans - so if those individual cubes can’t be merged into a singular mesh and treated as one part of the boolean subtract operation then it would still be a nightmare performing all the individual subtractions…
The image that I posted is an extreme case of what I have been running into.
It is just so much faster to place geometry to get a rough shape, but you end up with a mess on the inside of your mesh that will take days to clean up by hand…
After looking for a day or 2 I’ve come across and add-on called BoolTool. It basically lets you do additive and subtractive brushes with ctrl + and -. #jawdrop.