Mesh Repair, "Torn" Mesh with Holes, Shrinkwrap Modifier? I am currently working on a project that requires me to convert multiple 3D meshes into voxelized models. Clean voxelization requires clean original meshes. However, the meshes I am working with are very... "corrupted." My pictures show this clearly, the meshes are composed of multiple disconnected faces and vertices, and the entire mesh has a "torn" look to it. However, the overall shape of the mesh remains. 

I'd like to somehow approximate the general shape of the entire mesh, including bends/holes/etc. Basically, imagine automatically stitching together all the broken faces to create a single manifold mesh. 

For one of my simpler models, I actually manually repaired the mesh through hours of selecting vertices, making faces, and moving stuff around: (Before and after)




However, this technique is very slow and tedious. I came across other solutions such as the Shrinkwrap modifier, however it doesn't work well around sharp angles/doesn't preserve the original shape well. Converting to a Convex Hull also loses all detail. I found the Point Cloud Skinner add-on, however all the random chaotic vertices in my model produce very bad skinning results. 

For example, here's a mesh I want to repair, in a similar fashion to the first example. 
Any tips/advice on what tools/methods to use to repair a mesh like this? Also, since my voxelization has pretty low resolution, I don't need great detail in the repair, just a clean, general shape. 



Thanks!
How about trying to retopo it? I see that mostly it is composed from easy shapes like circles, boxes and ovals, that you can easily create manually and everything else you can retopologise turning on and off snap to the surface when needed.