QuadForge
Measured across 44 real production models and four public dense scans, not on a test sphere. Without symmetry: 38 of the 44 come back at 95% quads or above and 19 at exactly 100.00%, with zero n-gons across all of them; 31 of the 33 assemblies keep every part; the 15 closed models keep their volume to within 1.8%. With symmetry on X: the same 38 at 95% or above, zero n-gons, 31 of 33 assemblies whole.
Dense sculpts and scans: the cause of the poor topology is fixed. Blender refuses a whole mesh for QuadriFlow if one edge is shorter than 0.0001 units, with a misleading "manifold" message, and the add-on fell back to a crude method. The mesh is now prepared so Blender accepts it. Public scans at High: bunny 69,451 to 4,980 faces, armadillo 345,944 to 4,614, dragon 871,414 to 4,731, buddha 1,087,716 to 4,311, all 100% quads. 1.1.2 crashed Blender on the last two.
Blender no longer freezes: QuadriFlow runs in a separate background Blender with a time limit, and a stuck solve is stopped without touching your scene.
Quad quality is now measured (stretch and corners outside 45-135 degrees), not only counted, and a result that fails is rejected.
The mesh you see is the mesh that is retopologised: modifiers (Mirror, Array, Subsurf, Solidify) are taken into account, your source keeps its stack, and a posed character gets its Armature modifier back.
Assemblies are solved part by part instead of fusing into one lump. Voxel repair runs only when QuadriFlow refuses a part, and a part it cannot rebuild cleanly is returned as it was, never with holes.
Symmetry works inside the solver and no longer cuts the finished mesh (which sliced quads, left n-gons and split the model along the seam). Parts that do not sit on the mirror plane are solved on their own; a part the solver splits in two is solved again without symmetry; a vertex is snapped to its mirror only when the mirror is closer than a third of its shortest edge.
Edge Split is no longer applied to the working copy: it only changes shading, and it cut a 55-part ladder into 237 pieces before the solver saw it.
Also fixed: objects scaled by FBX import (100 or 0.01); a hidden source was edited and destroyed; per-face materials were lost; vertex-group weights arrived at zero; shape keys stopped the add-on; one zero-area face aborted the run; relax passes erased small parts; reports described the previous run or named the wrong cause; orphan meshes were left in the file. The add-on now names other mesh objects it did not touch, and Quick Retopo gives the same reports as the full path.
The result is quads again. On a normal sculpt this add-on was returning around 55% quads with thousands of n-gons, while the description promises near-100%. A buyer found it, not us.
The cause was one vertex. After the voxel remesh the mesh is perfect by every measure — a single closed shell, manifold, no boundary edges, no degenerate faces, 100% quads — and it contained one pair of vertices sitting in the same place, out of 25,482. QuadriFlow refuses a mesh in that state and returns CANCELLED at every target face count, on any object. The add-on then quietly fell back to its secondary solver, which reaches about half quads.
Neither entering and leaving Edit mode nor Blender's own mesh.validate() clears it; merging by distance removes that single vertex and QuadriFlow completes. The pipeline now merges by distance between the voxel remesh and the quad solve.
Measured on the same source: 55.3% quads with 2,095 n-gons and 124 triangles became 100.0% quads, zero n-gons, zero triangles. Same on a sphere, a torus and with X symmetry, on Blender 4.2.9, 5.1.0 and 5.2.0.
A check now measures the share of quads in the result and fails below 95% — the thing the description promises, tested directly instead of inferred from “the operator did not raise an error”. Against the previous version it reports four failures; against this one, none. And if QuadriFlow does decline a mesh, the add-on says so and prints the real quad percentage rather than presenting the fallback as the promised result.
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quad mesh character art game-mesh ai-retopo edge-loops retopology poly count topology clean-topology mesh optimization Sculpt 3D Scan