Empyrean Remesher
Current capabilities:
Cloth (1.6)
Inanimate (2.0 – in progress)
updates posted to the thread
Empyrean Remesher – remeshing based on mesh classification and core structure
manual retopology is madness, no one should have to manually retopologize something by hand.
Empyrean Remesher is built to automate this step based on mesh classification (cloth, inanimate, organic) and core structure of the mesh, while allowing the preservation of UVs to keep artists from having to remap textures.
The remesher has been finalized for clothing, and current progress is focused on inanimate meshes (props, hard surface, nature, foliage, etc)
Remesh Methods
User Grid
Most preferred method for clothing requiring weight bone deformation and physics engine deformation, custom edge flow that satisfies all sorts of garments
Cartesian Stamp
Simple grid cuts out of UV islands, best for cloth that is deformed by physics engine
Inanimate – 2.0 (Coming soon)
Outputs low poly meshes that best represent the original mesh, a hybrid decimator + retopo algorithm
Advantages
All mesh data preserved – UVs, weight paints, vertex groups, modifiers, and anything the mesh has stays ORIGINAL
Automation – Auto identifies seams and perimeters intelligently, no post welding
Algorithmic – No guesswork, no approximation, auto retopology is deterministic.
Lifetime updates – one payment, owned forever includes access to future updates
UDIM Support – Up to 1 full row.
Large Meshes – supported by User Grid remesh method
Detail-oriented remeshing – Coming soon for v2.0
Model support
Clothing
Garments
Photogrammetry scans fabrics
inanimate meshes (v2.0)
- Organic models (v3.0)
Serious business
Updates and support as required
Extended user control
Futureproof, outputs are tested in Unreal Engine
- Tutorials provided
Blender 4.4+