Quad Remesher auto-retopologizer

It’s here. They have released the quad remesher for blender. You can get it from exoside now.


Hey there,
I’m glad to announce that QuadRemesher addon for Blender is released !
Hope you will like it.
Happy remeshing.


I think the Windows blender download is missing some files. There’s only the addon files, no DLLs or EXEs that I assume the bridge addon uses.

edit: Oh, I guess it downloads stuff on the fly.

edit: You should put preferences in directories relative to the blender config folder, not AppData(in Windows). This allows different Blender versions to have different configurations/preferences and not step on each other.

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YES!!! Woooohoooo!!!

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Amazing! Can’t wait to buy it at the end of the month :nerd_face::nerd_face:

Thank you very much

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Just downloaded and tried it on the 2.81 Alpha. Works like a charm. Did a quick comparison between QuadriFlow and QuadRemesher when remeshing the same object at 4k faces:

Well, I sure am convinced of wanting to buy this. :slight_smile:


No contest.


Finally thank a lot for this fantastic addon that is worth every single penny! Will buy this week with a happy face!


I ran a 50k remesh on your Old Bird for fun, looked pretty good. :slight_smile:


Can anybody confirm there’s linux support?

No Linux version at the moment. The website suggests that you contact Maxime directly to express interest in Linux development.

First impressions: Feels like ZRemesher (in a very good way). However, UI/UX needs some love for it to feel natural inside of Blender. Currently edge loop control relies on either face maps/materials, requires going into edit mode to define and therefore is pretty much a non-starter on heavy, sculpted meshes (although recent sculpt masking changes could make this less of a nightmare), or automatic hard edge detection, which in my quick tests on a simple hard surface object accurately detected some very slightly beveled edges as edges that should be hard, but not others that were beveled at the exact same bevel amount. Even defining materials almost necessitates that your base geometry flows in a way similar to what you’d like your remeshed geometry to look like. Being able to define curve guides, or even better, grease pencil strokes, would be a big boon for functionality. Overall, though, the having to enter edit mode issues are Blender problems. I really like the concise number of settings (there are really only 5 that control quad number and density) and it feels very much at home. I’m looking forward to using my GoB applink to ZBrush much less often!

Things I’d love to see:

  • Better edge flow guides.

  • Maintain UVs.

  • Better utilization of 2.8’s widget system (maybe for a bespoke curve guide placement mode?)

Fantastic work, @Max33! Thanks for keeping Blender in mind, this will certainly be a big motivator for other commercial add-on developers if you get a good response from the community!


Oh, you found my model on the bug report forums? :smiley:

I must be blind, because I can’t find that anymore. I know I’ve seen it a few weeks ago, and did express my interest already.

If it’s indeed no longer mentioned on the site, it should be mentioned in bold. Blender has superb linux support and a significant amount of users run it on linux, including (most of?) the devs.

Any addon claiming to be for Blender is expected to be usable on all the systems Blender runs on.


It’s not available for Linux yet (contact me if your are interested in Linux version)

Any addon claiming to be for Blender is expected to be usable on all the systems Blender runs on.

That’s an unrealistic requirement, especially for complex addons like this that aren’t using Blender’s API to do their work. As a dev, I can tell you that getting code to run nicely across multiple platforms, no matter what library authors may claim about cross-platform compatibility, is an uphill struggle, especially where Linux and all of it’s flavors are concerned. The effort for a single developer to support something using, without doubt, some specialized math and geometry libraries could very easily not be worth the time investment. If you’d like developers to put in the time to support your platform, make yourself heard. If enough people who will realistically spend their money pipe up, eventually there will be a point where the development effort becomes worthwhile. But saying “it’s available for Blender so it should be expected to run everywhere Blender does” is a very unappealing attitude to see as a software developer.

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No, it’s the logical expectation I have as a Blender user buying a Blender addon, that’s all. Pretty much ever serious addon supports Linux, even ones requiring external libraries, see Shotpacker, UV Pack Master, HDR Pro Studio, etc.
He should make it very clear on his download and buy page, that linux is not supported to avoid support headaches.

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Finally, great news!

I couldn’t tell this yet, but I’ve beta-tested QuadRemesher for Blender the past months. It has absolutely lived up to my expectations. :ok_hand:



Oh yeah, QR is the shizz. Yowza! Heads up guys: it took like over ten minutes to get the emails with invoice, product key, and download links. Maybe it was because I use a different email for my license from my PayPal account, I dunno, but just be patient and it will eventually come.

I was doing a bunch of test and things seemed kinda crunchy here and there on some stuff, but then finally turned off Detect Hard Edges and then they were much better. So heads-up on that too. Detect Hard Edges prollly really great for specific types of edge geo… I’m sure I’ll have this figured out exactly when that toggle is going to be wanted, but if anyone has some good examples of this feature really shining, please share some screenshots.

Does anyone know if this will work using a blender under wine. I know the windows version of blender works in wine, but not about the plugin with it.

Good question. I’d ask Exoside about that to be sure.

Is it possible to guide the edge loops to work better for organic models? I’m trying it on one of my character head sculpts and it works great on everything but the mouth. I’ve tried the use materials option but I don’t think I’m doing it right.