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Remesh

The top of the panel: everything for a one-click remesh.

The main panel

Quads

About how many quads the result has. The result lands within a few percent of it; a region drawn with guides and exact edge counts can move it a little more.

500 2000 6000
500 quads 2000 quads 6000 quads

More quads take longer: a head at a few thousand quads takes seconds; a full body at 5000 can take a minute or two.

Style

Settings for a kind of model. Pick the one that fits; change any Expert setting and the style shows Custom.

Style For What it sets
Character Characters, creatures, stylized sculpts. The best start for most models. Organic flow: denser quads where the form is detailed (eyes, nose, toes), coarser on broad areas; hard edges detected.
Sculpt / Scan Noisy or very dense surfaces: scans, dynamic-topology sculpts. Organic flow; no hard-edge detection, so surface noise does not read as creases.
Hard Surface CAD-like parts, kitbash, props. Even flow; hard edges detected and followed.
Character Sculpt / Scan Hard Surface
Character Sculpt / Scan Hard Surface

The stylized head at 3000 quads in each style.

Not sure which? Guess, next to Style, reads the selected mesh and picks one for you: Hard Surface when the edges are sharp or the faces flat, Sculpt / Scan when the surface is dense and rough at the triangle scale, Character otherwise. It tells you why in the status bar ("Hard Surface: 8% of the edges are sharp, faces are flat") and changes nothing until you press it.

Thorough

With Hard Surface (or any Custom style with the Standard shape) a Thorough checkbox appears under Style. On: the engine tries one more rounding of its quad grid and keeps the result with fewer poles. On a bag cap from CAD at 5000 quads that is 30 poles down to 26 and 14 s up to 21 s. Off by default; it does nothing for Character and Sculpt / Scan.

Remesh

Remeshes the selected mesh with the current settings. A progress bar runs; Cancel or Esc stops it at once. Blender stays usable while it runs.

The result is a new object, <name>_quadguide, shown in the original's place. The original is hidden, never changed. Remesh again and the new result replaces the old one (or, if it has problems, arrives next to it: see The result).

Symmetry

The mirror icon next to Remesh. On: one half is remeshed and mirrored onto the other, so every vertex has its mirror image and an edge loop runs down the middle (the mesh's own X = 0).

Off On
Symmetry off Symmetry on

Use it for characters you will pose or sculpt symmetrically. Your mesh should be close to symmetric about its own X axis.

Show Original / Show Result

Switches between the result and the original (Shift+Q). Useful to compare, and to go back to the original to draw guides or paint density.

In Edit Mode

In Edit Mode the panel shows the Edit Mode tools instead of Remesh.