Quad Remesher, does it work?

Hi guys

does the Quad remesher plugin work well for you?
I can’t get a good result with it on very dense meshes like the one in the image:
I think I’m not setting it up correctly.
how would you use it in the case below?
has the .fbx at the end of the post.
I tried to save it as a blender file but it got more than 5Mb and the forum doesn’t accept it.

Quad.fbx (2.3 MB)

thanks

Hi Beeg,

Quad Remesher generally works very well. Although it tries it’s best but it’s not a miracle worker. There are issues with your mesh like overlapping vertices and non-concentric rings which you may want to fix first but depends on how detailed and close you’ll be getting to this. I used Quad Remesher v1.2.1 on your mesh and obtained good results although not perfect. Retopo is on the left, your original is on the right. Still some artifacts towards the center.

Settings used:

I think you can maybe get better results with a little more experimenting or cleanup. I’m not the best modeler though so someone else may have additional advice.

Cheers and happy blending.

Hey how is everything ?

you said my mesh is defective , so the subdivision modifier and quadremesher are not correct .

Could you tell me in detail what process I should go through to fix the mesh?

I don’t see how I could improve the mesh, even seeing its result, which is much better.

can you help me ?

I am sending the file with the mesh before applying subdivision-2, with the bevels not applied, so you can show me what to do.

retopo.blend (1.0 MB)

Thank you for assistance

Hi Beeg,

I’m doing fine thanks for asking. Hope you’re doing well also.

I’m not the best at modeling but I’d try to avoid the type of situations where you see these kinds of things. This is from your original mesh.

image

Perhaps someone out there can provide advice on how to best construct these type of objects.

For you’re retopo did you use the settings I provided earlier? The output is very different. Attached is my retopo of your original file which will hopefully help although it’s not perfect but it’s close. I did use a “Smooth” sculpt brush to get rid of the artifacts right in the center. I had to zip the blend file to fit within the 5MB limit.

Quad for Beeg.zip (2.9 MB)

Cheers,
Paul

you didn’t understand my question:

how should I fix the base mesh to avoid problems when later applying the subdivision modifier and then the quadremesher?

the base mesh is in the file with the bevel modifiers not applied to facilitate your help.

retopo.blend (1.0 MB)

thank you very much, I wait

Hi Beeg,

As I mentioned I’m not be best at modeling perhaps someone else can help with that. I would avoid very tight and sharp triangles otherwise the chance of artifacts is much higher. Another thing to avoid is poles like the one highlighted below. I also believe the subsurface modifier doesn’t like triangles.

The red is present because I’ve turned on “Face Orientation” on (option can be found within the “Viewport Overlays” header menu). This highlights faces that are facing the wrong direction. Blue is good, red is the back of the face.

As for the use of bevels you have 3 of them stacked and I’m not sure why. Usually one suffices.

This video might give you quick pointers on how to use bevels and which technique to use.

Cheers,
Paul