My job is to make an ice hockey net tear as a puck breaks through it. We picked up a hockey net from Turbosquid. I split everything but the net, which is made of triangulated polygons totalling around 230,000. It seems to be somewhat of a mess with very thin areas that totally disappear if I reduce the polygon count. I would like to just remake the net with spline sweeps which would take some time. My questions are:
1. Is there a more efficient way to trace the net over just using snap to vertex and the pen tool to literally retrace the net?
2 I there a best practice for creating the cloth dynamics in the netting so that the cloth collider breaks through nicely?