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…
Not that I'm wholly adverse too individuals or company entities promoting pipeline tools, which might be viable to integrate into ones workflow but further research indicates Anvil Interactive Solutions leverages AI support developing their product. Now as for myself again neither here nor there what others choose to work…
Thanks for the feedback, guys. You can test out the base version here https://anvilinteractive.gumroad.com/l/quadify-smart-quad-remesher-for-blender Please feel free to test out different models on the base variant (it is free), and upload your videos! I will provide several other videos of different test scenarios for it.…
Also, the images on GitHub were created with GenAI and show several significant errors. Like spelling, and ignorance of actual topologies. They don’t show what the product actually does! This makes any user who knows topology not want to buy this product. The 2nd YouTube link in GitHub is broken, as stated. But also,…
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: