Quad remesh

Rebuild any mesh as clean quads with real edge flow — QuadriFlow, the engine behind Blender’s quad remesh, running in your browser.

What a quad remesh is — and why decimation is not one

Reducing polygons keeps your original topology and removes triangles from it. A quad remesh throws the topology away and rebuilds the surface as quadrilaterals whose edges follow the shape — the loops around a wrist, the rings along a limb. That structure is what subdivision, sculpting and clean joint deformation want, and no amount of decimation produces it.

The engine here is QuadriFlow — the same solver Blender ships as its Quad Remesh operator — compiled to WebAssembly and run in a worker in your tab. If you have used Blender’s remesh, you know exactly what the output looks like.

The half every desktop tool leaves out

Every auto-retopology tool shares one dirty secret: rebuilding the topology destroys the UVs, which orphans every texture the model owns. The desktop workflow is remesh → unwrap by hand → re-bake the maps in a second program. That is most of the actual labour, and none of the marketing.

This page does that half automatically. The new surface is unwrapped into a clean atlas (xatlas) and every texture map — base colour, normal, roughness, metalness, emissive — is re-baked onto it on the GPU, with tangent-space normal maps re-encoded for the new frame. The model comes out with new topology and its own textures, not naked geometry.

Skin weights survive too: they are projected from the nearest point on the old surface, so a rigged model comes out rigged.

What to expect from the output

GLB stores triangles, so each quad ships as two — with consistent diagonals. In Blender, Face → Tris to Quads restores the quad flow in one step.

QuadriFlow treats the quad count as a target, not a promise; expect the result within roughly ±30%. Dense AI models are pre-simplified before the solve (the solver’s runtime scales with input size, and a 5,000-quad target does not benefit from 385,000 input triangles).

And the honest caveat that applies to every auto-retopo tool, this one included: no automatic remesher places deformation loops the way a character artist does. For a hero animated character, this is the first pass, not the last.

How to use it

  1. Drop your .glb, .gltf or .fbx into the box above.
  2. Pick a target quad count — 3,000–8,000 suits most props.
  3. Leave re-bake on so the result keeps its textures on a fresh atlas.
  4. Press Remesh to quads. The solve runs in a worker; dense models take a minute or two.
  5. Download the GLB. In Blender, Tris to Quads restores the quad flow.

Questions

Is this the same as QuadRemesher / ZRemesher?

Same category, different engine. This runs QuadriFlow — the open-source solver Blender ships — in your browser. Exoside’s QuadRemesher is a commercial plugin with its own (excellent) solver; if you own it and live in a DCC, use it. If you want quads in one click without installing anything, that is this page.

Why did my file come back as triangles?

GLB has no quad primitive — every engine and viewer reads triangles. The quads are triangulated with consistent diagonals, and Blender’s Face → Tris to Quads reconstructs them in one step.

Does it keep my textures?

Yes, when re-bake is on: the new surface is unwrapped and every map is re-baked onto the new layout. With re-bake off the texture maps are removed — a remesh invalidates the old UVs, and shipping maps that no longer apply would render as garbage.

Is my model uploaded?

No. QuadriFlow runs as WebAssembly in a worker inside this tab. It is the same privacy story as every tool here: the file never leaves your machine.

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