Empyrean Remesher - UV preserving perfect quad remesher

Empyrean Remesher — the final solution to retopology madness

While creating models and clothing for my indie project Valravn, I hit the wall: manual retopology everywhere,
and auto-remeshers that destroy UVs, weld edges, ignore interior geometry, and basically just guess work. No thanks.

So I built Empyrean Remesher. In about 2 months, with zero prior Blender Python experience,
I created an algorithmic remesher that turns dense meshes into clean quads while keeping 100% of the original UVs

Key results
• Example: 42k tris → ~3.2k clean quads, UVs untouched

What Empyrean does (v1.0)
• Preserves UVs — perimeter/seam aware, no unwanted welding
• Clean quad output — production-friendly, edit-ready topology
• Automatic UV perimeter identification

Current scope (v1.0)
• Targets medium meshes (up to ~100k tris)
• Best on garments/fabric, hard-surface with clear UV islands
• Runs interactively (chunked), keeps Blender responsive

Roadmap (no hype, just work)
• v2: performance pass for very large meshes (millions of triangles crunched in a few seconds)
• v3: detail-oriented, intelligent topology placement (character models, any model)

Requirements
• Blender 4.4+

See it in action
Website

use code HELL for 50% off (limited to 200)

2 Likes

new method for remeshing implemented, perfect for cloaks, scarfs and all clothing in general

1.2 Update - UDIM support, island network casting (seam alignment) bounds settings to cover areas the seam casts can’t reach.

will be implementing island boundary cleanup automation next, then finally a new remesh method to output low-poly models

1 Like

very nice, does this work with usual unwrapping?

say the uv islands have very jagged and ugly boundaries or is it limited by seam quality?

yes the second method “Cartesian Stamp” which lays a grid over the islands works with any UV islands, the only problem with this method is that the boundaries create n-gons and many tiny triangles that require manual clean up.

This is what I am working on for version 1.3, I am treating the mesh exactly how you sow the ends of cloth, ER 1.3 will remesh the boundaries by inserting a strip of faces and sacrificing about 20% of only one adjacent edge’s alignment (that’s maximum efficiency) this will be optional for each boundary / perimeter of an island.

everything is still experimental and December has been hell for me, so things are taking a little longer than I thought :confused:

IRL exhibit:

ER 1.3 WIP:

1 Like

awesome thanks for the explanation, I will have to check it out sometime

Custom Quadrangulation for 1.2.4

Implemented to treat N-Gons enforced by user marked anchor verts
(important vertices to preserve island shapes / model shape like corner points, horn or blade tips).

Vertex marked as anchor in purple before remesh
(important sharp corner in island):

Post remesh, complex N-Gon created:

Blender’s triangulation: (6 faces)

Empyrean’s Quadrangulation: (4 faces)

this was required as a stepping stone for 1.3 to allow greater efficiency for boundary remeshing.

1 Like

:latin_cross: :christmas_tree: Merry Christmas! :christmas_tree: :latin_cross:

Update 1.3 is in the finalization stage, working on polishing everything and optimizing things
will be dropping it before end of the year with a much more affordable price for non-commercial use.

here are the screenshots:

Before (ER 1.2) N-gons and small triangles around the boundaries:

=======================================================

After (ER1.3) Inserts a strip of faces on boundaries (still experimental):

=======================================================

After (ER1.3) Face collapse, alternative to a strip of faces (my preferred choice):

=======================================================

1 Like

Any video updates?

Update 1.4

allows inserting a strip of faces along the seams (best for singular pieces of cloth) and auto collapse/merge small edges.

New price model for non-commercial use.

improved remeshing, optimization for speed and multi-island network logic. I’ll be dropping another minor update next week along with an in depth tutorial.

Old remesh method is deprecated as this is the most superior one, however I will be overhauling it to become a user interactive grid for manually created grids to tackle clothing requiring edge flow something like this.

My main focus right now however is a new remesh method for inanimate objects such as props, nature, weapons and anything that does not require deformation / animation. Sometime during January I hope.

I’ll leave this code up until end of January for perpetual commercial license - “WTFITS2026ALREADY” - %75 off

Happy new year :wine_glass: :sparkler:

devlog for update 1.5

Original edge flow on the left, right side is Empyrean’s edge flow

the sharp edges on the sides are just a place holder for the flattened mesh, next steps will be mapping it out to 3D while preserving all original mesh data this will require a subset of networks so lots of fun :smiley:

Update 1.5

dropped this update on 01/5 :smiley:

Manual face creation for custom edge flow, this new remesh method eats big meshes very fast, UVs preserved, live debugger that highlights important vertices to use for faces.

Will be dropping a tutorial this week for the proper work flow

I’m now completely done with cloth remeshing though I will be dropping a small update next week to automate welding.

Will be moving on to inanimate objects / props now

1 Like

tutorial for 1.5.1 is up

minor update for automated welding, and recalculation of normals + shading post remesh

1 Like

Small update allowing the edge flow to be constrained in tight choke zones, preventing the edge flow from bulging out.

just pick the vertices that define a choke zone and pin them!

New buttons for empyrean panel:
Screenshot 2026-02-16 031945

Before:
Edge flow bulging out and vertices going out of bounds, remesher will fail.

After:
Edge flow is constrained via user pinned vertices, vertices flow naturally

1 Like

Update 1.6 for intelligent seam grouping.

seams are now grouped intelligently to avoid drifting / misalignment by point precision or orientation mismatch.

Before 1.5, seam verts misalignment due to point precision loss and orientation mismatch reads.

AFTER 1.6, seam verts do not drift and are 100% aligned.

Empyrean Remesher 2.0 is in the works :smiley:

1 Like