I’m a noob learning 3DsMax but so grateful for the Blender community! Most of the knowledge is transferable once I find out a Max equivalent. Getting QuadRemesher right now.
@@pzthree you mean the retopology modifier? Also got a question, i have a high poly character but i wanna be able to rig it with a low poly mesh using skin wrap, can i rig and control a high poly mesh with the lower poly version of it?
When I changed from Maya 2022 to Blender, I was really missing Maya's included Remesh. It's a bit pricey compared to other Blender add-ons, but learning to use Quad Remesher makes your workflow just that much more fun and productive.
I'm new to blender and even though most of your videos aren't necessarily "noob friendly" I do pick up a lot of cool tips and tricks that I try and incorporate into my workflow. You've got an easy sub from me! I would only ask if you could add screencast keys or something similar so us noobies can follow along a little better and understand what keys you're pressing It would help tremendously. Thanks for everything you teach us!
Screen casts I've tried don't accurately reflect the hotkeys, plus some are custom or macros. I might make a video about this later on because I get this comment every now and then.
Great video, thank you! There aren't a lot of useful info/tutes regarding Quad Remesher. Most videos appear to cover someone trying it out and it not working that well. I tried the add-on a little while ago myself, and couldn't get decent results either. But, as you've stated, that was simply because I didn't know what I was doing/what settings to use. This video has been an eye-opener! I use a SubD workflow, mainly, so it's great to know that I can boolean away, and not have to worry too much that Quad Remesher won't be able to handle it. The 'Use Normal Splitting' option alongside Auto Smooth is so handy! And thanks to this video, I now know what marking my edges as sharp is doing. Presumably it won't matter if I use, say, Plasticity to create my objects with booleans, over Boxcutter, or any other tool, as long as I set the mesh to Auto Smooth in Blender, and then use that Normal Splitting option?
Mileage may vary. It can deliver decent results but it helps to practice with it a bit to understand when and where it might fail. You will most likely still l have to do some manual cleanup.
@@pzthree Yes, thanks again. Your video makes it very clear that while the results are very good, and potentially great, there will likely be some clean-up, depending on the model. I'm fine with this! I think I'll take the 3-month subscription option, and test the heck out of it. :)
So for a low poly to high poly workflow for baking is a suitable workflow: make low poly, duplicate it, on high poly smooth by angle, mark edges as sharp (to preserve them), quad remesh (to get nice topo), then bevel edges (hard ops bevel). Would you still need a sub d modifier on it too?
I bought this addon earlier today, i'm trying to use it to retop a head mesh i've brought in fron an online generator (as the edge flow round the neck isn't great), but it seems to screw up around the outer corners of the eyes and mouth, no matter how tightly i concentrate the quads using vertex paint (cranking the value up to 4 doesn't seem to help, i still get jagged topology), i've yet to try it with anything hard-surface though. There is one thing i wish this addon did in blender that it does do in zbrush, and that is let you use curves as edge loop direction guides.
best bet is to try using materials to guide the mesh flow a bit. It tends to work best but not always. Check out face operators addon if you want to convert facesets into materials.
I still prefer Quad remsher since it is just a one click job. While weird, this add-on has no change log. So I am not sure if it updates recently and if it would be compatible with the coming blender 4.0. The latest version of it seems to be 1.23? Correct me if I am wrong.
Fairly new to this whole 3D modeling realm, so apologies if this is a dumb question. I have a bunch of low poly models and I would like to convert them to a high poly, so I can add details and then bake them to my low poly. Can I use quad Remesher to achieve this? i.e convert a low poly to high? or are there better alternatives?
It could help in some ways but generally you will have to go over the models piece by piece and determine if you need recreate them, run them through quad remesher, or even try a remesh modifier followed by corrective smooth. Really depends on each model.
Hello, I need your help with something. So I purchased a new license key today (1 March), but for some reason it says my subscription has expired. Have you had this issue before?
@@pzthree The worst thing for this add-on is that I can't see any change log related to it. Thus, I won't buy it since I don't know if the team of it is still active or whether the coming blender 4.0 is feasible to use it.
Man, I just realized this about 10 minutes ago realizing you can preserve the loops you want by just marking them sharp. Too easy.
sick right
I’m a noob learning 3DsMax but so grateful for the Blender community! Most of the knowledge is transferable once I find out a Max equivalent. Getting QuadRemesher right now.
max should have a quad modifier that comes with max. I'm pretty sure it works well but if you need the plugin it probably won't hurt to have it.
@@pzthree you mean the retopology modifier? Also got a question, i have a high poly character but i wanna be able to rig it with a low poly mesh using skin wrap, can i rig and control a high poly mesh with the lower poly version of it?
When I changed from Maya 2022 to Blender, I was really missing Maya's included Remesh.
It's a bit pricey compared to other Blender add-ons, but learning to use Quad Remesher makes your workflow just that much more fun and productive.
I'm new to blender and even though most of your videos aren't necessarily "noob friendly" I do pick up a lot of cool tips and tricks that I try and incorporate into my workflow. You've got an easy sub from me! I would only ask if you could add screencast keys or something similar so us noobies can follow along a little better and understand what keys you're pressing It would help tremendously. Thanks for everything you teach us!
Screen casts I've tried don't accurately reflect the hotkeys, plus some are custom or macros. I might make a video about this later on because I get this comment every now and then.
Great video, thank you! There aren't a lot of useful info/tutes regarding Quad Remesher. Most videos appear to cover someone trying it out and it not working that well. I tried the add-on a little while ago myself, and couldn't get decent results either. But, as you've stated, that was simply because I didn't know what I was doing/what settings to use. This video has been an eye-opener!
I use a SubD workflow, mainly, so it's great to know that I can boolean away, and not have to worry too much that Quad Remesher won't be able to handle it. The 'Use Normal Splitting' option alongside Auto Smooth is so handy! And thanks to this video, I now know what marking my edges as sharp is doing.
Presumably it won't matter if I use, say, Plasticity to create my objects with booleans, over Boxcutter, or any other tool, as long as I set the mesh to Auto Smooth in Blender, and then use that Normal Splitting option?
Mileage may vary. It can deliver decent results but it helps to practice with it a bit to understand when and where it might fail. You will most likely still l have to do some manual cleanup.
@@pzthree Yes, thanks again. Your video makes it very clear that while the results are very good, and potentially great, there will likely be some clean-up, depending on the model. I'm fine with this! I think I'll take the 3-month subscription option, and test the heck out of it. :)
So for a low poly to high poly workflow for baking is a suitable workflow: make low poly, duplicate it, on high poly smooth by angle, mark edges as sharp (to preserve them), quad remesh (to get nice topo), then bevel edges (hard ops bevel). Would you still need a sub d modifier on it too?
I was dissapointed with the quad remesh demo result however I might have not turned autosmooth on. I want to try it again. Thank you for the video.
Thank you so much for this vid. I did not realize what use normal splitting does till now. I love this addon
I forgot I already liked it, and then I liked it again, and then I liked it again. Why can't I like this video twice?
You can. You have to make two accounts, lol.
great demonstration - thanks! I can see how this would save a lot of hours.
Hello, thanks for the video, really essential add-on. May i ask you, how did u make such round cornerns in interface?
Thanks for sharing your knowledge, you're awesome.
I bought this addon earlier today, i'm trying to use it to retop a head mesh i've brought in fron an online generator (as the edge flow round the neck isn't great), but it seems to screw up around the outer corners of the eyes and mouth, no matter how tightly i concentrate the quads using vertex paint (cranking the value up to 4 doesn't seem to help, i still get jagged topology), i've yet to try it with anything hard-surface though.
There is one thing i wish this addon did in blender that it does do in zbrush, and that is let you use curves as edge loop direction guides.
best bet is to try using materials to guide the mesh flow a bit. It tends to work best but not always. Check out face operators addon if you want to convert facesets into materials.
Quad Remesher + Mesh Machine + Speed Retopo or Retopoflow = Unstoppable combo
You missed Boxcutter and HardOps for a better fusion than Gogeta😎
I still prefer Quad remsher since it is just a one click job. While weird, this add-on has no change log. So I am not sure if it updates recently and if it would be compatible with the coming blender 4.0. The latest version of it seems to be 1.23? Correct me if I am wrong.
very nice , great addition to Blender.
Yow, I really hope that I know how to use this add-on earlier, now I understand how to use it
Fairly new to this whole 3D modeling realm, so apologies if this is a dumb question. I have a bunch of low poly models and I would like to convert them to a high poly, so I can add details and then bake them to my low poly. Can I use quad Remesher to achieve this? i.e convert a low poly to high? or are there better alternatives?
It could help in some ways but generally you will have to go over the models piece by piece and determine if you need recreate them, run them through quad remesher, or even try a remesh modifier followed by corrective smooth. Really depends on each model.
@@pzthree Thanks mate, appreciate the response
ITS THE BEST REMESHER...... I SUPPOSE........
okay now bring those 1mil poly objects down to like 50 k but retain the edges. thats what i really came to see
Wow, looks like it's worth the money
Yeah, it's a bit expensive but it's very well worth it. They have a demo you can try as well for like 30 days.
is this addon a one time pay or subscription based?
1 time
@@pzthree awesome, thanks sir
I have no clues how to make this app reliable, half of the time models wont remesh, getting stuck at a fixed percentage no matter how many attemps.
Using Quad Remesher feels illegal. It's unreal how great of a tool it is.
I tried remeshing and it makes every other nerdy in my collection disappear (not visible)
Not normal behavior. Check the outliner and see if turned them off?
Is your blender theme public, looks awesome
It is on gumroad. Not sure why the backface is semi-transparent though.
@@pzthree thank you
Hello, I need your help with something. So I purchased a new license key today (1 March), but for some reason it says my subscription has expired. Have you had this issue before?
No I haven't you may want to email the company about it.
@@pzthree No problem. Thanks for the reply
Hello, may I ask filor a link to the addon? I am to stupid to find the right one...
exoside.com/quadremesher/
@@pzthree uff, I expected it to be cheaper. Thanks anyway
Ok, forget my concerns. This thing is pretty awesome. Not sure if I buy it because heavy in price but will see. Thanks for the Vid
Unfortunately, if you have any bevels on hard surface highpoly models, the result is quite bad.
use materials to split it up.
Will it work with 4.0?
I don't know, I'm not switching to 4.0. To many issues with other addons.
Try 4.1 😢.
Tell me what is your topic?
fantastic ! mahalo !
is the addons free?
no it is not
@@pzthree The worst thing for this add-on is that I can't see any change log related to it. Thus, I won't buy it since I don't know if the team of it is still active or whether the coming blender 4.0 is feasible to use it.
They made it subscription based 🤦♂️
website still has perpetual licensing on it.
@@pzthree you're right, my bad
Well, Zremesher in Cinema 4D still a more powerful tool
Quad remesher is actually integrated into the zremesher modifier for Cinema 4D.
Another monkey who thinks he knows better. They use the same algorithm.
Is it free
No
How much
Only 50$
Or 123 Euro for commercial use and VAT. But you make that back in a day.