Just want to throw this out there after reading a bunch of the comments, I noticed a lot of people complaining about how its results aren't always that great and how bad it would be to use for something that has to be animated like characters, I'm still a learner myself and one thing I've learned from interacting with Pros while studying modeling is that while they use remeshers they don't use them as a be all end all of retopolgy, Instead they use remeshers as a head start and manually retopo the messy parts to get a clean final result.
If you don't use this a lot, there's also a free program called Instant Meshes that runs outside of Blender that can do a lot of this sort of thing. It's designed for remeshing 3D scans, but it works fine on lower-res models also. You can paint the way you want the edge flow to work, so it might be better if you want particular edge flows.
work for 80% time but Sometimes it also create undesirable result. It creates very ugly edge flow that you will have difficulty in selecting edge loops for selection and marking seams. Also, hard surface retopo is not that good mostly when the details have varying size.
It tends to do that yeah, but if your object is symmetrical then the edge flow will almost always be really good but yeah sucks if your object isn't symmetrical.
The best addon for sclupting imo. After you done with remeshed object, you can use Quadremesher and add multires modifier to add more detail without slowing down your pc.
If I put a dollar amount on my time, it’s paid for itself many times over. The extra tools for guiding, separating and distributing areas take some practice but they work. The one I use the most is material boarder, which doesn’t take any practice I guess. That just works..
Blender should have a lot of things by default that are native to other editors, but the developers don’t care about that, they made a constructor out of blender: most of the functionality is only available using third-party plugins.
@@mrdixioner What you just said makes no sense at all. Try using Maya and you will realize the default program is borderline useless without thousands worth of addons. That's why big studios use it in the first place. There are lot of addons to simplify things, but it costs a lot of money. By default, Blender does more than any other 3D program out there. Do you think ZBrush does a lot? It can't do more than sculpting. Sure, it has an awesome retopology tool, but that's it. Blender has everything else. The same goes for Maya and any other program you can think of. Yes, Blender is extensible, and that's a good thing, but unlike programs like Maya it doesn't need extensions to be usable, and unlike programs like ZBrush, it can do much more than just one thing.
This addon is only good for static objects where UV unwrapping is not very particular. It doesn’t work for animated characters like humans and animals because the UV seams have to be very specific and this addon creates weird edge flows.
It comes at a 109.90 price tag if I want a perpetual commercial license. That is quite laughable tbh, as I can tell they haven't done any market research regarding pricing. Good luck to the developer though.
thats a fairly standard pricing for a commercial license, even 3dcoat with all it can do comes in at around 300 USD for a license, granted you get the software forever, with updates up to 12 months.
Agreed, after using it for two months, it did give good results most of the time, but sometimes the addon can get messy with few parts. And like you said, it's best to use on organic shapes.
Is this something that would help with sculpting instead of doing the default remesh? I’ve been struggling with the remesh fusing fingers and cramped spaces together with the model I’ve been working on
This plugin is only suitable for organics, where the mesh topology is not that important (except for animation, for example on elbows or knees). It is not suitable for hard surfaces, because... still requires editing.
one advice for the people watching this, is that Quad Remesher tends to make the mesh in a spiral pattern, that means that is good for solid objects that don't require further editing, but if you want to animate it or work on its topology it can get very annoying and not helpful at all
@@BlenderSecretswhat do you mean by this? Do you mean use different vertex groups on a single object and assign diff materials to the diff vertex groups? Or is there some other way to “use materials”
If you assign material to faces looks like the border of those faces are detected as non manifold or different islands so its basically like "different remeshes"
seems really good, I'm just in doubt how to choose the quad count. On blender's remesh tool there's an option to get a 'sample' of voxel size, or with the 'R' preview you can have an idea of the faces sizes. This Quad Count would be something similar? doesn't seem the number I type is the number of faces afterwards
Its funny because you don't need perfect topology for 3D printing and a lot of these free addons are awful and not beginner or even intermediate friendly at all. But they are better than the paid addons that are a rabbit hole in of themselves.
The tool is wonderful, like zremesher it is NOT for final topology, it is a tool to create a stable mesh for sculpting in zbrush, or this case blender. For a clean topology you need to retopologize manually.
Sometimes it also create undesirable result but work for 90% time. Specially it creates very ugly edge flow that you will have difficulty in selecting edge loops for selection and marking seams.
No, it only really works for hard surface. It can work for organics that don't deform... But for a character that's going to move, I honestly do not recommend it. Tweaking it so that it generates a new mesh even close to what you need is more of a pain in the ass than manual IMO.
If you want just a quick job and don't really care about edge flow. It's fine but you will get better results doing it manually it's just using this will be way quicker
At 0:43, how do you make objects smooth like that by default without sharp edges oe weird shading when turning on smooth shading? I find myself constantly adding subdivision surface modifiera tp all my models, and if they are cubes, I constantly add loop cuts to smooth out the edges :/
Its in the new right click menu, the one called auto shade smooth, or you can find the setting manually in the vertex properties, its a checkbox called auto normals, i think
It's somewhat sad to see that whenever Blender has a deficit or a missing feature, there is someone out there trying to milk money out of it. While blender's main selling point is that it's free and anyone can contribute, the community is greedy as hell.
Greedy? What the heck. For putting in the work to build additional features? The Blender dev community is incredibly forthcoming to begin with, you get literally hundreds if not thousands of addons completely free, with the more advanced addons costing some money - and justifiably so. Take it or leave Blender as is, your choice. In any case, what do you expect from a free software that's already so powerful? That it's also as refined and feature rich as Maya? We're gonna get there, give it time. Until then, feel free to pay a Blender dev his/her salary and ask for whatever feature you wish, go ahead.
It's more than somewhat sad that there are so many greedy users that think it's not enough that Blender is free, but that anything anyone makes for it should also be free, even if it's someone puts thousands of hours of work into it. Here's an idea. Why not be one of the people donating their time and resources? I never see people who actually contribute work for free complaining about the ones who want to get paid. Not everyone has a high paid and stable job in tech just because the know how to program. Some of the great add-ons for Blender would not exist if the person couldn't make money from it, because then they couldn't have afforded the time to in essence, work for YOU for free. This software is available for Houdini and other very expensive software as well, by a company that decided to put in the time to make a Blender version available. Do you think they should have just done it for free? That isn't how business stay in business. Also, if you want to just use it for non-commercial stuff, it's only $60 just once. Not per month. If you plan to make money with it, then shut up and pay up, and even then, if you need it for a paid gig, the one time cost of less than $200 so I would hope it would pay for itself.
They often charge outlandish prices for an addon, even if there's free or cheaper alternatives. It's absurd. I don't know about anyone else, but I'm not desperate enough to give up the proverbial arm-and-a-leg for something that I can have either for free or a much better price.
But there you have it. Lots of free alternatives that'll do the job well enough, most often enough. The market for paid addons is very competetive, requiring future updates plus support, a detailed documentation etc. So if you're in that game, the seller needs to devote loads of time to nurse their stores and customers. Of course this can't be free. @@thegrayinthefield8764
Its really good, but I still dont think its good enough. The spiraling drives me nuts. Still dreaming of someone coming up with the ultimate remesher. Why not use AI?
@@BlenderSecrets Wasn't aware of that. But assigning materials in an mess of a mesh is painful; most of the time there is no edge flow, and the materials must make a "staircase" in order to reach the starting point.
Free 30-page Blender Secrets e-book: www.blendersecrets.org/
Just want to throw this out there after reading a bunch of the comments, I noticed a lot of people complaining about how its results aren't always that great and how bad it would be to use for something that has to be animated like characters, I'm still a learner myself and one thing I've learned from interacting with Pros while studying modeling is that while they use remeshers they don't use them as a be all end all of retopolgy, Instead they use remeshers as a head start and manually retopo the messy parts to get a clean final result.
That's why while learning I won't use those nice remeshers.
If you don't use this a lot, there's also a free program called Instant Meshes that runs outside of Blender that can do a lot of this sort of thing. It's designed for remeshing 3D scans, but it works fine on lower-res models also. You can paint the way you want the edge flow to work, so it might be better if you want particular edge flows.
work for 80% time but Sometimes it also create undesirable result. It creates very ugly edge flow that you will have difficulty in selecting edge loops for selection and marking seams.
Also, hard surface retopo is not that good mostly when the details have varying size.
It tends to do that yeah, but if your object is symmetrical then the edge flow will almost always be really good but yeah sucks if your object isn't symmetrical.
genuinely one of the best addons ever
The best addon for sclupting imo. After you done with remeshed object, you can use Quadremesher and add multires modifier to add more detail without slowing down your pc.
I was actually wondering if that was something I could do with this add on! Now I definitely want it
Just got this addon. Easily the best addon I have ever used. Yeah, it takes some tweaking, but still much much faster than doing it by hand.
I used this addon in the past with great results. The best remesh addon for blender in my opinion.
If I put a dollar amount on my time, it’s paid for itself many times over. The extra tools for guiding, separating and distributing areas take some practice but they work. The one I use the most is material boarder, which doesn’t take any practice I guess. That just works..
I agree, I use it a lot too, especially with the Material option.
This kind of functionality needs to be in blender out of the box tbh, like in zbrush
Blender should have a lot of things by default that are native to other editors, but the developers don’t care about that, they made a constructor out of blender: most of the functionality is only available using third-party plugins.
does it work well in zbrush?
Especially considering addons like this are ludicrously expensive.
@@mrdixioner What you just said makes no sense at all. Try using Maya and you will realize the default program is borderline useless without thousands worth of addons. That's why big studios use it in the first place. There are lot of addons to simplify things, but it costs a lot of money. By default, Blender does more than any other 3D program out there. Do you think ZBrush does a lot? It can't do more than sculpting. Sure, it has an awesome retopology tool, but that's it. Blender has everything else. The same goes for Maya and any other program you can think of. Yes, Blender is extensible, and that's a good thing, but unlike programs like Maya it doesn't need extensions to be usable, and unlike programs like ZBrush, it can do much more than just one thing.
@@dantemeriere5890
Zbrush does a lot more than just sculpting. You can do almost everything modeling related there.
This addon is only good for static objects where UV unwrapping is not very particular. It doesn’t work for animated characters like humans and animals because the UV seams have to be very specific and this addon creates weird edge flows.
I use this add-on a lot. I only wish they could add some support for customizing the edge flow with either grease pencil or curves
It comes at a 109.90 price tag if I want a perpetual commercial license. That is quite laughable tbh, as I can tell they haven't done any market research regarding pricing. Good luck to the developer though.
thats a fairly standard pricing for a commercial license, even 3dcoat with all it can do comes in at around 300 USD for a license, granted you get the software forever, with updates up to 12 months.
You know you can pirate stuff right?
you changed my life
sometimes are lifesaver! But not all the time. Still worth it. Best to use on organic shapes
Agreed, after using it for two months, it did give good results most of the time, but sometimes the addon can get messy with few parts. And like you said, it's best to use on organic shapes.
Is this something that would help with sculpting instead of doing the default remesh? I’ve been struggling with the remesh fusing fingers and cramped spaces together with the model I’ve been working on
This plugin is only suitable for organics, where the mesh topology is not that important (except for animation, for example on elbows or knees). It is not suitable for hard surfaces, because... still requires editing.
What is the best remesher for hard surfaces?
@@Furry_Cultist Second this because I do hard surface modeling
@@Furry_Cultist yourself, better to just learn retopology.
one advice for the people watching this, is that Quad Remesher tends to make the mesh in a spiral pattern, that means that is good for solid objects that don't require further editing, but if you want to animate it or work on its topology it can get very annoying and not helpful at all
Use materials to direct the edge flow.
@@BlenderSecretswhat do you mean by this? Do you mean use different vertex groups on a single object and assign diff materials to the diff vertex groups?
Or is there some other way to “use materials”
If you assign material to faces looks like the border of those faces are detected as non manifold or different islands so its basically like "different remeshes"
@@BlenderSecrets it happens with materials as well, maybe it depends on how complex the shape is
seems really good, I'm just in doubt how to choose the quad count. On blender's remesh tool there's an option to get a 'sample' of voxel size, or with the 'R' preview you can have an idea of the faces sizes. This Quad Count would be something similar? doesn't seem the number I type is the number of faces afterwards
Its funny because you don't need perfect topology for 3D printing and a lot of these free addons are awful and not beginner or even intermediate friendly at all. But they are better than the paid addons that are a rabbit hole in of themselves.
very good way to save time
The tool is wonderful, like zremesher it is NOT for final topology, it is a tool to create a stable mesh for sculpting in zbrush, or this case blender. For a clean topology you need to retopologize manually.
So sad it's so expensive. I hope someone will provide a free remesher that work as well as this one.
If you are a professional, the time saved will pay the price of the add-on back in no time.
or you can practice good editing, free, self-empowering and more flexible
Dude... Just one word.. GitHub
@@luciox2919 Manually retopologizing is like the digital equivalent of Hell
A free program called Instant Meshes is probably close enough to what you're looking for.
Thank you, this looks awesome.
expecting this to cost several gazillion dollars right now
Paid?
I see this plugin often. But the website never opens for me.
how do i activate it?
I have a Windows computer and a Mac. Can I install it on both computers by purchasing a license? Can anyone tell me?
wow the only addon i need
Sometimes it also create undesirable result but work for 90% time. Specially it creates very ugly edge flow that you will have difficulty in selecting edge loops for selection and marking seams.
Wow - how well does this work with complex meshes like sculpting? Ie does it cut out the need to do manual retopology?
No, it only really works for hard surface. It can work for organics that don't deform... But for a character that's going to move, I honestly do not recommend it. Tweaking it so that it generates a new mesh even close to what you need is more of a pain in the ass than manual IMO.
@@isaiahdaniels5643 awesome- thank you 👍
If you want just a quick job and don't really care about edge flow. It's fine but you will get better results doing it manually it's just using this will be way quicker
@@ManlyGaga thank you 👍
@phillparkinson4671 actually I've also seen people combine manual and auto retopology so you can do that as well
need to show this to 3ds max developerd ............................
It's free?
Lol, they sell it for 139$ and cannot afford website better than wordpress
At 0:43, how do you make objects smooth like that by default without sharp edges oe weird shading when turning on smooth shading? I find myself constantly adding subdivision surface modifiera tp all my models, and if they are cubes, I constantly add loop cuts to smooth out the edges :/
Shade smooth auto, not shade smooth only
Its in the new right click menu, the one called auto shade smooth, or you can find the setting manually in the vertex properties, its a checkbox called auto normals, i think
@@Zlugs thank you very much!
It's somewhat sad to see that whenever Blender has a deficit or a missing feature, there is someone out there trying to milk money out of it. While blender's main selling point is that it's free and anyone can contribute, the community is greedy as hell.
It always been like that
There's free Photoshop add-on and paid addon
Same thing with Blender
Greedy? What the heck. For putting in the work to build additional features? The Blender dev community is incredibly forthcoming to begin with, you get literally hundreds if not thousands of addons completely free, with the more advanced addons costing some money - and justifiably so. Take it or leave Blender as is, your choice. In any case, what do you expect from a free software that's already so powerful? That it's also as refined and feature rich as Maya? We're gonna get there, give it time. Until then, feel free to pay a Blender dev his/her salary and ask for whatever feature you wish, go ahead.
It's more than somewhat sad that there are so many greedy users that think it's not enough that Blender is free, but that anything anyone makes for it should also be free, even if it's someone puts thousands of hours of work into it. Here's an idea. Why not be one of the people donating their time and resources? I never see people who actually contribute work for free complaining about the ones who want to get paid.
Not everyone has a high paid and stable job in tech just because the know how to program. Some of the great add-ons for Blender would not exist if the person couldn't make money from it, because then they couldn't have afforded the time to in essence, work for YOU for free.
This software is available for Houdini and other very expensive software as well, by a company that decided to put in the time to make a Blender version available. Do you think they should have just done it for free? That isn't how business stay in business. Also, if you want to just use it for non-commercial stuff, it's only $60 just once. Not per month. If you plan to make money with it, then shut up and pay up, and even then, if you need it for a paid gig, the one time cost of less than $200 so I would hope it would pay for itself.
They often charge outlandish prices for an addon, even if there's free or cheaper alternatives. It's absurd.
I don't know about anyone else, but I'm not desperate enough to give up the proverbial arm-and-a-leg for something that I can have either for free or a much better price.
But there you have it. Lots of free alternatives that'll do the job well enough, most often enough. The market for paid addons is very competetive, requiring future updates plus support, a detailed documentation etc. So if you're in that game, the seller needs to devote loads of time to nurse their stores and customers. Of course this can't be free.
@@thegrayinthefield8764
I wish some day I'll have extra 100$
there's a 30 day free trail version available
❤
I would get it if it was on Blender Market.
It's cheaper and easier to just learn a proper topology workflow. Blender's current remeshing tool works pretty good as well.
but not faster. Thats the whole point of it
Paid add.on
never again will I have to learn and fail at the ancient art of meshing again
Expensive, but worth it.
oh my
Its really good, but I still dont think its good enough. The spiraling drives me nuts. Still dreaming of someone coming up with the ultimate remesher. Why not use AI?
You can avoid spiraling by assigning materials.
@@christinekellylouisehaylet3724You would need to assign the material to the faceset
@@BlenderSecrets Wasn't aware of that. But assigning materials in an mess of a mesh is painful; most of the time there is no edge flow, and the materials must make a "staircase" in order to reach the starting point.
@@mrlightwriter You can use the knife tool to slice a loop where you want the border of the material to be.
@@BlenderSecrets You're right, I'll try that!
Too bad this addon was'nt supported or updated over the years... taking it from "pretty good" to "mostly useless 80% of the time"...
Their terms of service is stupid as hell, read it. You'll not want to be using this steaming garbage.