As you can see, QRemeshify has trouble with the spiraling mesh shapes. Quad Remesher does a better job, but doesn’t accurately follow the original edge loops, resulting in some edge loop spiraling (a known issue of auto-retopologizers).
Both auto-retopologizers do a better job here. QRemeshify manages to better preserve the hard edges, but still has stretched polygons, while Quad Remesher has no more edge loop spiraling, but didn’t manage to preserve the hard edges.
I’ll do some more tests. Anyone else is welcome to do so too, and share the results here.
You can find some QRemeshify usage tips in this post:
Looking at this image with examples, QRemeshify should do great on hard-surface models as well, so maybe I’ve just chosen a very unfit mesh for the algorithm in my first test.
QRemeshify now gives a better result, while the Quad Remesher add-on failed if I activated its hard edges option, so the edges are undesirably smoothed in that result.
I updated today and couldn’t find a uninstall button in the addons tab. I had to delete it from the "c:\Users\Anwender\AppData\Roaming\Blender Foundation\Blender\4.2\extensions\user_default" folder. That was a first for me. But apart from that it works really great, even with default settings. The settings look very complex, so i am glad about that. Looking forward to how this will develop.
Did you enable Use Normals Splitting? I used that (everything else on default) on your file and got better results. You also might want to Merge by Distance those meshes, so there’s no floating stuff.
I had the same issue, my work around is to make the text mesh more complex, for example: add text, do not extrude it, convert it to mesh, create a grid, knife project your text on the grid, separate the result, now you can extrude the separated text mesh, triangulate the mesh, use QRemeshify.
The process I describeb previously. Is NOT the best way to do. I’m still experimenting and I haven’t found a good way yet.
I just got a good result without the grid thing…
What you see here isnt quad remesher, its qremeshify. It mixed since Metin posted stuff about qremeshify here. But yeah in quad remesher its possible by facemap to material conversion.
I was trying to use edges marked as sharp as a guides to keep cylinder and other parts topology straigth, but with no luck.
Maybe some one know the way or its simply not possible with QRemeshify?