I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
Can you show some more examples? Maybe this car: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/CarConcept#car-concept Also it's a bit hard to see the topology, could you use shaded wireframe instead? Like this: