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
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)
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
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):
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:
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
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
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