Guys, can any one confirm such issue:
If i create a default cube, cone, sphere, whatewer - with all default settings, QRemeshify will remesh the object without any issue.
But if i create a default plane and try to remesh it - blender will stop responding.
I was suspicious what maybe addon cant remesh a non-manifold meshes and try to simply delete the top face of the box and see whats happen - everything was okay.
In models where corners are pronounced and can be defined as sharp, QRemeshify does well. But with chamfers and smoother shapes, QRemeshify is lost. Unfortunately it doesn’t have a smart estimate of the surface curvature that will be the basis for guiding edges. And this makes it difficult to use for sculpting. But for very smooth surfaces, QRemeshify does a good job too.
If the model is the result of Boolean operations, this will work. But what if your model is the result of a dynamesh or voxel remesh? You won’t be able to set the guides to an sharp edge. And there are difficulties with models after Subdivision surface, especially if they are heavy. Also, disabling Preprocess is not always desirable. Got a lot of criticism, but the tool is still very useful and I’m already using it in my work.
@Metin_Seven
Great plugin, i will give it a try, seems the best and umatched for hard surface models with low poly count.
QuadRemesher can’t detect hard edges and you get a very rounded model lowering polycount.
Another issue about Quadremesher is even vertex paint to keep high detail , it did not capture any details of mouth character mouth.
Major issue is the plugin online license check, if the plugin author no more works on QuadRemesher and don’t keep the license server, you will no more be able to use it.
I baught the plugin and tried it on a test model, result is same as Quadremesher plugin, really not better, but it’s open source and not tied to online license check, and i hope it will improve.
Too much density, unlike Quadremesher there is no density input to control how much polygons you want
Polygon flow same as Quad remesher on character head details or hands for example , it’s not good.
issues on character mouth also
Those auto retopo plugins are great reducing polygons to some medium density specially for non character objects.
You’ll have to spend lot of time reducing polygons and making better toplogy on many areas or fixing manys issues on characters.
For characters work, going for low density and optimized polygons for animation, retopo in 3D Coat or plugins like Retopoflow are unmatched.
They are not automatic, but they are very fast already with patches automatic filling or drawing lines and rings ( it seems V4 will be better also ).
I will try on hard surface model later on Qremeshify, i hope to find at least one usage for the plugin
For hard-surface meshes, mark sharp edges / edge loops, turn on Sharp Detect and set the angle value to an appropriate value.
Preprocess and Smoothing
In a medium density mesh, the Preprocess option works well. But with complex meshes, like cloth folds penetrating themselves, detail is lost. Turning Preprocess off can fix this, but can result in much more polygons.
Switch off Preprocess if you want QRemeshify to consider edges marked as sharp.
Smoothing can also improve the result, staying closer to the source mesh details.
Scale Factor
The larger the Scale Factor number, the larger the polygon size. In such a case, try a Scale Factor of 3. But beware: with a Scale Factor value that’s too high and Preprocess disabled, the result can turn out worse than when you’ve got Preprocess enabled and a Scale Factor of 1.
Alpha
The default Alpha value is 0.005, and that’s usually fine. But in case of tight corners, try changing the Alpha parameter to a higher value.
Qremeshify plugin author should make a video including your previous tips as a tutorial guide on main features.
Somewhat off topic, but as you are a lot on volume sculpting tools like Magicca, have you heard of Blender Blocksurfaces plugin ?
I bought it and very happy with it for very intuitive and fast characters or objects blocking.
You extrude volumes , any time you can sculpt or modify volumes on the fly as you extrude, and many other usefull features to speed up worlflow.
It’s like Magicca CSG on steroidswith freedom * 100 as you can sculpt and modify volumes any time during extruding also.
Thanks, I’ve heard of it, but it’s too old-school mesh-based for me. I’ve become a hardcore SDF volume shaping guy. When I’m done blocking out using volume tools, I sculpt on the high-res meshed result.
I don’t know what you mean about old school, but it’s way faster then using volumes.
For example you extrude , scale to make character arm for example, you can even sculpt to push volume during extrude, while in Magicca you’ll have to deal with mutliple volumes.
Some people prefer to use subdivided cubes like Yan sculpting workflow, i also use
Like anything, i guess each user it’s own prefered workflow