How good is Quadriflow Remesh compared to other Auto-retopo solutions?

To those who have an experience with both Quadriflow and other remesher tools, such as Zbrush’s Zremesher, is Quadriflow just bad, or all the others have the same problems? By problems I mean, often fails to work completely, citing inconsistent normals or non-manifold as a reason, and even when it does work, it requires polycounts close to voxel remeshing to preserve medium size details, such as character’s fingers. Rendering it essentially useless.

You might wanna have alook at this… also comparing to other remesher…

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This is just my personal opinion about Quad-Remesher:
The result might look good, but in practice, there’re too many problems that the Quad-Remesher cannot solve. In particular, (and this happened me too many times), any crease in the mesh will have an incorrect polygon flow that jump from one side to the other… And that makes UVUnwrap a torture, animations and deformations become strange, and so on.
(just select one edge loop of your quad-remesher result, and you’ll end up with a spiraling edge loop covering most of your object!!!)

So my solution has been: F2, Polyquilt, Looptools and a manual job!

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Yeah, can see the difference on screenshots already. May even mistake it for human created model in some cases. Versus Quadriflow’s degenerated shapes and twisted loops

Still looks better than using decimated Dyntopo for unwrapping and rigging (believe me I tried rigging Dyntopo). And may serve as good intermediate point to switch to Multires sculpting (which neither dyntopo nor voxel remesh are good for). Can help if the time is short

If you want to avoid spirals, no automatic remesher will do. If you don’t care, it doesn’t matter too much which one you use, they’re all pretty good these days

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Yes, it’s not exactly an ‘auto’ retopology tool. Zremesher (which is quadremesher) can give really weird results if you don’t guide it by often manually tweaking verts or running global polish on unmasked areas around open borders. It has quite a few idiosyncrasies, and I’m convinced it has gotten worse over the years instead of better. It’s far from the ‘magical’ solution that is often marketed.

quadremeshing isn’t designed for extremely high results. The idea at higher res is to bake maps to a mesh with sub-div levels. I’m not sure about quadriflow, byt Zremesher/quadremesher has no problem capturing fingers. It’s only concerned with volumes and silhouettes.

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I could bear with some spirals, but Quadrflow takes them to next level. Making whole limbs twisted and wobbly, at random (may look nice on another side of the model)

Not to mention I had to use 100K target polycount to not lose fingers

Yeah, that’s the consequence of automatic retopology. As I said, there’s no existing retopologizer that avoids spirals

That is awful! :smile: Does the remesher have Instant Meshes built in? I’m pretty sure that it’s a lot better than QF.

I just use decimated dyntopo to make the mesh ‘lighter’ when I do the retopo manually.

Which is a bit of a pain when your mesh is a dyntopo, or worse, a scanned mesh.
That’s why I don’t use any automatic retopo software anymore. It’s too much work, when I can do the same work just by using the old tools I got used to (with better results!).

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You’re right of course. In Zremesher you can limit this by remesh by polygroups, so there will always be a clean loop wherever you have a polygroup break.

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Of the options, that’s probably the best. Some of the character modelers at my work use Zremesher and it’s not horrible, I do run into difficulties rigging those characters sometimes but for background characters I think it could work well enough

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Instant Meshes looks promising indeed (for free even). Got something usable out of it at 22 k faces

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Instant Meshes even solved the same Dyntopo sculpt which Quadriflow refused to process at all

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I have really good experience with Quadremesher. To be honest, I personally also don’t know a “perfect” one click remesher solution. If you want reduce spirals, you always have to invest time to prepare the origin mesh. Then you get nice meshes that can be used for animation.
Remeshing by material guiding in quadremesher for Blender helps also to avoid strange spirals. The Addon is definetly a big time saver and great for objects that are not in focus or scanned data that need to be remeshed.

Professionals still retopo by hand, in my opinion. But you can save time, if you know how good remeshers work and it’s worth to add them to your workflow in many cases.

Just my two cents…

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Booted up a pirated Zbrush (which I almost stopped using after learning Blender, don’t worry), and got perfect ZRemeshed hands with default settings, at 23 k polys. ZRemesher is a same algorithm as Quad Remesher AFAIK. Instant Meshes probably could get close if it allowed to locally increase mesh density, though I have no idea how. So the moral is, use Quad Remesher if you can get it, guys

There is also Topogun 3 out there which has the ability to take Guide Lines into consideration during an Autoretopo.
Its autoretopo works best on smaller (extracted) parts which you then connect together.

Edit:
Topogun3 also doesn´t create perfect non spiraling results.
The yellow lines are correct loops around the mesh.

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