Quadami

Quadami user guide

For people who sculpt or model in Blender and want a clean quad mesh, and who are not programmers. Written for Blender 4.5 LTS; Blender 4.2 and newer work the same way.

What the add-on does is checked against its code (addon/quadami/, master of 2026-10-26). Blender's own menus are described from memory where marked (from memory, check): if a menu looks different on your screen, trust your screen and tell us.

Contents: 1 Words used here · 2 Install and update · 3 Your first remesh · 4 The settings · 5 Reading the result · 6 Warnings and what to do · 7 Sculpts: what works and what struggles · 8 Folded input and Repair Folds · 9 Troubleshooting


1. Words used here

Word Meaning
Remesh Throw away the old wireframe of a model and build a new one over the same shape.
Quad A face with 4 corners. Animators and modellers prefer them: they bend cleanly and you can select whole loops of them.
Non-quad Any face that is not a quad: a triangle (3 corners), a pentagon (5), and so on. A few are normal; the goal is zero.
Edge loop A row of edges that runs around the model, like a line of latitude on a globe.
Pole A vertex where more or fewer than 4 edges meet. Unavoidable on round shapes; good remeshes put few of them in sensible places.
Folded face A face that is bent over itself: one of its corners points inwards, or it is twisted so far that it folds along both of its diagonals (a bow tie, or a sharply bent saddle). It shades badly and breaks loops.
Island One separate piece of the mesh that does not touch the others, such as an eyeball next to a head, or each part of an object made with Ctrl+J (Join).
Closed A mesh with no holes in its surface, like a ball. Open: it has borders, like a sheet or a cup.
Hole A gap in a surface that was closed before remeshing.
Non-manifold Geometry that cannot exist on a real solid surface: an edge shared by three or more faces (a fin), or a vertex where two surfaces only touch at a point. It breaks modifiers, 3D printing and many tools.
Winding flip Two neighbouring faces that disagree about which side is "outside". Shows as dark patches with some shading.
Genus The number of handles a shape has: a ball has 0, a doughnut or a mug 1. A good remesh keeps it: no new tunnels, no closed ones.
Thin part / ribbon A part thinner than one quad is wide: leaves, vines, cloth, a blade edge.
Pleat / folded input Places where the original sculpt surface is folded over itself, often from a Twist/Rotate brush or a crease pinched too hard. You may not see them; they are inside a fold.
Modifier A non-destructive effect on an object (Subdivision Surface, Solidify, ...), in the Properties editor under the blue wrench tab.

2. Install and update

The add-on is one .zip file with the remesher program inside. Do not unpack it; Blender installs the zip itself. You need Blender 4.2 or newer. Marks used below: (CI) checked by the project's automatic tests, (from memory, check) not checked on a real screen.

Get the zip

Download it from the Releases page: under Assets, click the zip for your system. No GitHub account is needed.

System Zip on the Releases page Tested on a real computer?
Linux (64-bit Intel/AMD, any distribution with glibc 2.28 or newer: Ubuntu 20.04+, Debian 10+, Fedora 29+, RHEL 8+) quadami-<version>-linux-x64.zip. Blender from blender.org or the snap (/snap/bin/blender). Or build it yourself (addon/BEGINNERS.md). Yes (Ubuntu, Blender 4.5 snap)
Windows 10 or 11 (64-bit) quadami-<version>-windows-x64.zip (the program is not signed) 0.1.0 on one Windows 10 desktop; 0.2.0 only in CI (Blender 5.2, no window)
macOS, Apple silicon (M1 or newer), macOS 11.2 or newer: experimental, untested quadami-<version>-macos-arm64.zip (not notarized, so macOS may block it) No, only in CI
macOS on Intel, Linux on ARM, Windows on ARM Not built. Intel Macs: build it yourself (BUILDING.md). No

SHA256SUMS.txt next to the zips lets you check a download; the release notes say how.

Test builds between releases

Every change merged after a release is built as a test build: newer, but checked less than a release. Use one only when asked to try a fix, and send its build line with any report.

  1. Sign in to GitHub (downloads of these files need an account).
  2. Open https://github.com/KajetanMuczynski/quadami/actions/workflows/ci.yml?query=branch%3Amaster and click the newest run where the job for your system (addon (linux-x64), addon (windows-x64) or addon (macos-arm64)) has a green tick. The run as a whole may be red only because the macOS job never got a computer; the Linux and Windows zips are still there (CI). Linux and Windows are built for every merge; macOS only in the nightly run (event schedule), so a macOS test build can be up to a day behind.
  3. Scroll to Artifacts at the bottom and click addon-linux-x64, addon-windows-x64 or addon-macos-arm64.
  4. GitHub wraps the add-on in a zip of its own. Unpack that outer zip once (Linux: unzip; Windows: right-click > Extract All...; macOS: double-click). The quadami-<version>-<system>.zip inside is the add-on: keep it zipped.

These files are deleted by GitHub after its retention period (90 days unless the repository says otherwise (from memory, check)), so download a newer one if the link is gone.

Install (first time and every update)

The same on every system:

  1. Open Blender. Edit > Preferences (macOS: Blender > Settings (from memory, check)).
  2. Left column: Get Extensions.
  3. Top right of that window: the small down arrow (⌄), then Install from Disk..., pick the zip. Dragging the zip from your file manager onto the Blender window does the same.
  4. Restart Blender. Needed if Blender showed "Missing Add-ons" before, and the safe habit after every update.
  5. Check: Edit > Preferences > Add-ons, find Quadami, make sure it is ticked, and click the arrow left of its name. Under Remesher executable (leave that field empty) it must say Using: .../bin/autoremesher-cli with a tick (Windows: autoremesher-cli.exe). "not found" means the zip has no remesher inside, or one for another system: get the right zip.

Installing a newer zip replaces the old copy (same add-on id, quadami). Every Blender version keeps its own add-ons, so if you have two Blenders, install in the one you use.

Where Blender keeps it

System Folder (replace 4.5 with your Blender version)
Linux, blender.org .tar.xz ~/.config/blender/4.5/extensions/user_default/quadami
Linux, snap (/snap/bin/blender) Usually the same folder, since the Blender snap may read your home folder (classic confinement). Installing with /snap/bin/blender worked on the maintainer's laptop (2026-10-22); which folder it used was not recorded. The install script below asks Blender and prints the folder it really uses.
Linux, Flatpak Not supported: its sandbox cannot start the remesher. Use the .tar.xz or the snap.
Windows %APPDATA%\Blender Foundation\Blender\4.5\extensions\user_default\quadami (CI, with 5.2)
macOS ~/Library/Application Support/Blender/4.5/extensions/user_default/quadami (from memory, check)

The remesher program is in its bin folder.

Remove it

Edit > Preferences > Add-ons, expand Quadami, open the ⌄ or ... menu next to it > Uninstall (from memory, check). Or quit Blender and delete the quadami folder from the table above. Results you already made stay in your files; they are ordinary mesh objects.

Install scripts (optional, they also clean up)

macOS: if the remesher is blocked

The program inside the macOS zip is not signed by a registered Apple developer ("notarized"). Nobody has tried it on a real Mac yet, so we do not know whether macOS blocks it. If a remesh fails at once or macOS says the program "cannot be opened", quit Blender and in the Terminal run xattr -dr com.apple.quarantine "<the quadami folder from the table above>", then start Blender again. Please report what happened either way.

Which version do I have? (the build line)

Blender's extension list shows the release version (such as 0.2.0) for every build, so it cannot tell builds apart. Use the build line instead: a small grey line at the very bottom of the Quadami panel (and in the add-on's preferences), for example Add-on build 4e9cdc7 2026-10-21. The first part is the code version (a commit), the second its date. Copy that line into every bug report.


3. Your first remesh

Moving around on a touchpad. Use the gizmo at the top right of the 3D Viewport: drag the coloured axis ball to orbit, drag the magnifying glass up or down to zoom, drag the hand to pan. View > Frame Selected brings the selected object into view. For Alt + drag to orbit: Edit > Preferences > Input > Emulate 3 Button Mouse.

A practice model. Click the default cube, press Delete, then Add > Mesh > Monkey in the viewport header. Press Ctrl+2 to give it a Subdivision Surface modifier at level 2 (from memory, check). Target Quads 2000 is a good first try on it.

  1. Stay in Object Mode (drop-down at the top left of the 3D Viewport). The Remesh button is grey in Sculpt or Edit Mode, when the selected object is not a mesh, and while a remesh is running.
  2. Click your model so it has an orange outline.
  3. Mouse over the 3D Viewport, press N (or View > Sidebar). On the sidebar's right edge are vertical tabs; click Quadami (scroll the tabs if there are many).
  4. Set Target Quads (start with 5000, see §4), click Remesh.
  5. The bottom status bar shows Quadami: 42% <step> (Esc to cancel). Blender stays usable meanwhile. Esc or the panel's Cancel stops it; nothing is added then.
  6. When done, a new object _remesh appears and is selected, and your original is hidden, not deleted, in the viewport and in renders (Outliner, top right: click its closed eye icon to show it again; to render it again, also click its camera icon, which the Outliner's Filter menu can show). The panel shows the result rows (§5).

What the result keeps: the original's parent, position, rotation, scale and collections, so it moves with the same parent (a rig or an empty). It is smooth shaded if the original mostly was, flat if the original was flat. Under Keep from Original (a collapsed section of the panel):

Option Default What the result gets Limits
Materials, Groups, Marks on The original's materials (each face takes the material of the original under it), vertex groups and colour attributes (blended from the original's surface), and its sharp, crease and seam marks. The quads do not follow material borders, and they follow marked lines only with Follow Marks: otherwise a border or a marked line becomes the connected run of quad edges nearest to it (straight where the quads run along it, a staircase where they cross it). Lines shorter than about one quad are dropped. Shape keys and face sets are not kept.
UV Maps off The original's UV maps, with each face kept inside one UV island, so a texture still fits. A face that crosses a UV seam reaches a little past its island's border in the texture (into the margin around the island); on test models with many small islands up to 6 % of the faces came out distorted. For a clean new map instead: keep this off, select the result, Tab, A, U > Unwrap (from memory, check): the copied seams cut the same islands as on the original.

The panel line "Copied from the original: …" lists what came across. Copying takes a few seconds on large models, and Blender waits meanwhile: at 50,000 quads about 1.5 s from a 330,000-triangle original and 4 s from 1.3 million triangles, plus 3 s and 10 s with UV Maps.

Remesh again, other settings: with the result selected, change the settings and press Remesh. It remeshes your original again (the panel's Source field under the button names it), never the quad result, and the new result replaces the old one (the old one is hidden). To remesh the result itself instead, clear Source with its X.

Scale evenly, or apply the scale. The remesher works on the object as if its scale were 1, so an object scaled unevenly (say 3 along X, 1 along Y and Z) comes out with quads stretched 3 : 1. The panel warns in red under Remesh when the scale differs by more than 5 % between axes. Fix: select the object, Ctrl+A > Scale, then remesh.

To see the new wireframe: Tab into Edit Mode (Tab again to leave), or the Overlays drop-down in the viewport header > tick Wireframe (from memory, check).

Modifiers count. The add-on remeshes the model as you see it, with its modifiers (Subdivision Surface, Solidify, Mirror ...) at their viewport level. You do not need to apply them first.

Undo: Ctrl+Z once should remove the result (not tried in a real Blender window yet). The original is still in the file either way.


4. The settings

The panel shows three settings and Follow Marks, then a folded Advanced section (click it to open). Start with the defaults and change one thing at a time.

Setting Default What it does When to change it
Target Quads 5000 How many quads to aim for. The result lands near it (between 60 % and 150 % counts as normal). Memory: about 2 GB per 100,000 quads. The main knob. 2000–5000 to judge the flow quickly; 10,000–20,000 for a detailed sculpt. Raise it when thin parts fold or details vanish (§7). Above 200,000 the add-on asks first and shows the memory it needs; the panel will not go above 2,000,000.
Adaptivity 0.5 0: all quads the same size. 1: smaller quads where the surface curves strongly, bigger on flat parts. 0 gives the fewest folded quads; 1 gives about twice as many. Use 0 for even topology (e.g. to sculpt further on it). It does not move quads onto thin parts.
Sharp Edge 90° Edges where the surface bends more than this angle are treated as creases: the quads follow them, but they come out slightly rounded (§7). An edge of exactly this angle counts (to within 0.1°), so the 90° edges of Blender's cube and cylinder are creases at the default. Marked edges are only used with Follow Marks. Lower (e.g. 60°) for hard-surface models with bevels you want to keep, but it makes about twice as many triangles and other non-quads. Raise to 180° for soft organic sculpts, so nothing is treated as a crease. Tested quality numbers are for 90°.
Follow Marks Sharp Edges with a ticked mark (Sharp, Crease, Seam) keep a row of quad edges along them, whatever their angle, also on smooth parts (a design line, a sphere's equator). The line under it counts the marks on the active object; after a remesh the panel says how many marked edges were followed. For hard-surface models where you marked the edges to keep. On Blender's cube, cylinder, cone and bevelled boxes, a quad edge then follows 75–99 % of the marked length at 5,000 quads instead of 7–91 % (at 1,000 a cone's rim is still rounded off). Untick it and remesh again when you don't want the quads along your marks. When more than half of a mesh's edges (over 1,000 of them) carry a mark, as after many FBX or OBJ imports, that mark is left out with a warning. Marks that cross other creases at an angle or each other in many short lines can fold the quads; such a part is remeshed without its marks, and a warning says so.
Advanced > Resolution Quality Quality solves on a finer mesh: cleaner quads, fewer flipped ones. Fast is quicker and rougher. Fast to try settings quickly (Quality takes about twice as long), Quality for the result you keep. Quad size is about the same, but a Quality run puts its poles and edge loops elsewhere.
Advanced > Anisotropy 1 Lets quads stretch along the direction the surface curves least, like long quads on a cylinder (up to about 2.3 : 1). 0 for square quads everywhere; the result then follows the shape 25–35 % less closely. Hardly changes anything else.
Advanced > Edge Scaling 1 Multiplies the quad size; 2 gives about a quarter of the quads. Leave at 1 and use Target Quads instead; it is the same thing, less clearly.
Advanced > Smooth Normal 0° 0: follow the model's own flat triangles. Above 0: follow a smooth surface through them; a triangle that turns more than this angle from the average at its corner keeps its corner sharp. Only for rounded low-poly input (big flat facets). Not on boxes or cylinders: a box corner turns 54.7° and a cylinder rim 45°, so higher values round them off and can tear the result (see §7). Sculpts are already dense: leave 0.
Advanced > Quad Smoothing Standard How the quads are evened out after they are found. Standard moves them in 3D, which rounds off ridges, swirls and sharp edges. Keep Ridges slides them along the surface instead. Experimental. Try Keep Ridges when ridges, swirls or vines come out softer than in the sculpt: on the test sculpts it lost a third to a half less of the shape. It can leave a few more quads folded over in deep grooves (cube with swirls: about 6 more out of 3000).

Settings other than these defaults work, but the project's quality targets are checked at the defaults, so expect a bit more variation.


5. Reading the result

The box under Remesh shows the last run. The title is Done, Cancelled, Failed or Invalid input (with the reason under it). Red rows are problems; the rest is information. Clicking another result object shows that object's own report.

Row Meaning Good value
Quads N of T target (P %): quads made, the target, the ratio. 60–150 %.
Non-quads Triangles, pentagons and other faces that are not quads. 0. A handful on a sculpt is common today; see §7.
Holes Only shown if your model was closed. Holes the remesh opened, with the number of border edges. 0. Anything else is a defect; see §6.
Handles Tunnels and loops through your model (the hole of a ring, a handle, an eyelet) compared with your model: as input, or how many were lost or added. as input. Lost ones are tunnels too narrow for the quad size.
Non-manifold edges Edges with three or more faces. 0.
Non-manifold vertices Points where surfaces only touch. 0.
Winding flips Neighbouring faces facing opposite ways. 0.
Folded faces Faces bent over or twisted (§1); N (T twisted) says how many of the N are twisted quads. 0. Up to about 2 per 1,000 quads is a known weakness, mostly where several poles sit close together; Adaptivity 0 gives fewer.
Input cleanup Only shown when the remesher fixed your input before starting: open seams welded (pieces that only touched, as after an import without merging or an Edge Split modifier), duplicate faces removed, pinched points (two parts of the surface sharing one vertex) split, paper-thin sliver pieces with no area left out, tiny broken triangles removed, triangles turned to face the same way as their neighbours. Your object itself is never changed. Information, not a problem.
Empty islands E of N: separate pieces of your model that got no quads at all. 0 of N.
Missing parts How far the farthest point of your model is from the result, counted in quad widths (the planned quad size). Red above 3: a part such as a vine, a limb or a spike did not come out; the warning under the rows says why (§6). none.
Time Seconds the remesher ran. —

To find defects on the result: select it, Tab into Edit Mode, press 1 (vertex select) or 3 (face select), then:

Viewport header Overlays drop-down > Statistics shows how many are selected (from memory, check).


6. Warnings and what to do

Warnings appear under the rows, with a red icon when they are a problem.

You see What it means What to do
Dialog "Remesh to 200,000+ quads?" with a memory estimate The Target Quads guard: a big target can use all your memory (about 2 GB per 100,000 quads) and take long. Often a typo (an extra zero). Press Cancel unless you meant it and have the memory.
"Output has N holes where the input was closed (E open edges)", plus a hint, and a red Holes row The remesh tore the surface open. On sculpts this happens almost only at folded input (§7). Try another Target Quads (a few hundred up or down often closes it). Find the holes with the hint (Non Manifold). If they sit at swirls or pinched creases, smooth those in Sculpt Mode and run again.
"Output has N handles fewer than the input …", red Handles row Tunnels or loops only a few quads wide closed up (a ring's hole, a strap's eyelet, a tiny gap in hair). Raise Target Quads; each step up keeps more of them, but tunnels much narrower than a quad close at any count you would use. If the tunnel should not be there, ignore it.
"Output has N handles more than the input …", red Handles row Two surfaces were joined across a thin gap. Rare; seen only on badly folded or very noisy input. Try another Target Quads, or smooth the folded spot and run again.
"Folded input: N faces in K spots. …" and a Repair Folds and Re-run button Your model's surface is folded over itself in K places, on sculpts usually left by a brush. The quads there may come out messy or with holes. Press Repair Folds and Re-run (§8).
"N folded faces in K spots could not be repaired safely and were left as they were" After a repair: these spots were too steep, too thin or too tangled to fix without changing your shape. Smooth those spots in Sculpt Mode and run again (§7).
Red Non-manifold vertices or edges Points or edges that are not a clean surface. Same as holes: another Target Quads, or clean the input at that spot. Report it with the build line if it stays.
"N of M islands produced no faces", red Empty islands A small separate piece (an eyeball, a tiny flower) got nothing. Raise Target Quads, or remesh that piece on its own: Edit Mode, select it, P > Selection to make it its own object (from memory, check), and remesh both.
"Parts thinner than one quad are missing (up to N quad widths away). At T target quads there is no room for them: a limit of Target Quads, not a remeshing error. …", red Missing parts A part thinner than one quad (a vine, a strap, a finger, a spike) was smoothed away or cut off: the quads are too big to follow it. That is what you asked for with Target Quads, not a bug. The model is still one piece where it was, so no other row shows it. Raise Target Quads. On 10 test models, 1.5 to 8 times as many brought back the parts lost first on 7 of them and most of them on 2 more; on a flight helmet it depended on tiny changes to the input (2 of 6 tries). Each raise also makes the quads smaller, so finer parts (thinner straps, bristles) can now count as missing and the warning stays: check whether the parts you care about are back. Parts that must survive at a low count need thickening: Edit Mode, select the part, Alt+S (Shrink/Fatten) and move the mouse outwards.
"… N separate pieces came out with no quads at all. Raising Target Quads brought some or all such pieces back …", red Missing parts Separate pieces of your model got nothing: specks of a few triangles, or thin wire pieces. Raise Target Quads: at 8 times as many, all lost pieces of an iron gate came back and half of a mosquito's, while smaller ones went missing instead. Delete specks you do not need; thicken pieces you want to keep.
"Parts along open edges of single-sided surfaces (leaves, petals, cloth) are missing. …", red Missing parts The border of a surface with only one side moved or was cut off. Raise Target Quads: on a vase of flowers, twice as many brought back 9 in 10 of the missing petal rims; the rest stayed missing at 8 times. Or give the surface some thickness (a Solidify modifier, wrench tab > Add Modifier > Generate > Solidify (from memory, check)) and remesh again, or keep the original border.
"Parts that are not thinner than a quad are missing … so Target Quads may not be the cause. …", red Missing parts A part went missing that the remesher cannot explain by its size. Try a higher Target Quads once. If the part is still missing, report it with the build line and the model if you can share it.
"P % of the surface (S spots) is thinner than one quad at T target quads, a limit of Target Quads rather than a remeshing error: expect folds or lost parts there. At least N target quads (an estimate) would fit a quad across about half of it, but each raise also reveals thinner parts, so it can take several raises; thickening those parts also works" Parts of your model are thinner than one quad is wide (leaves, vines, a blade edge). A risk, not a defect: most runs it fires on have folds or lost parts there, but some come out clean. N is a first step, not the count that clears the warning: a higher count measures the parts more finely and finds thinner ones (on a vine-covered test sword the estimate was 1.6 to 2.1 times the count asked for at every count from 3,000 to 75,000). When no count fits, it says to thicken those parts. Raise Target Quads to about N: the thin share shrinks (on that sword from 19 % at 3,000 to 3 % at 35,000), but it can take several raises, each costing more quads. Or thicken the part: Edit Mode, select it, Alt+S (Shrink/Fatten) and move the mouse outwards.
"K islands came out with far fewer quads than planned (smallest: F of P)" A separate piece came out as a lump of a few quads instead of its shape, usually because it is thin or small for the target. Raise Target Quads, or remesh that piece on its own (as for empty islands).
"Followed N marked edges (Follow Marks). If you don't want quads along them, untick Follow Marks and remesh again." Information: the quads keep rows of edges along N edges you marked (§4, Follow Marks). Nothing, unless you did not mean those marks: untick the mark under Follow Marks and remesh.
"Follow Marks left out Sharp: more than half of the edges carry it, as after an FBX or OBJ import, …" On a mesh with over 1,000 edges, that mark is on more than half of them, which looks like an import's marks rather than edges you chose. The remesh ran as if the mark were unticked. Clear the imported marks (Edit Mode, A, Ctrl+E > Clear Sharp (from memory, check)), mark only the edges to keep, and remesh.
"Marked edges were not used on N parts: they are too dense for the quad count …" The marks on those parts are longer than a quarter of their planned quad edges, so the quads cannot follow them all. Raise Target Quads, or mark fewer edges.
"Marked edges were not followed on N parts: following them folded the quads there …" Those parts were remeshed again without their marks, because the marked run folded (marks that cross other creases at a sharp angle, or each other in many short lines). That part takes about twice as long. Mark fewer or longer lines there, or untick Follow Marks.
"N marked edges are not an edge of the mesh and were ignored" Marked edges with no length or not on the surface (rare; zero-length edges after a merge). Nothing; M > By Distance in Edit Mode clears zero-length edges.
"Could not copy data from the original: …" Copying materials, groups, marks or UVs failed; the result itself is fine. Report it with the message. Untick the options under Keep from Original to remesh without copying.
"… is scaled unevenly (N : 1), so the quads come out stretched …" The object (or its parent) is scaled differently along its axes, and the quads stretch the same way. Select the original, Ctrl+A > Scale, and remesh again (§3).
"Blender's mesh validation changed the result" Blender had to repair the remesher's result when building the object. Should not happen. Report it with the build line and the settings.
Title Invalid input The model cannot be remeshed as it is: no faces, broken coordinates, a target of 0 or above 2,000,000. The reason is shown under it. Fix what it says. "The mesh has no faces" means you picked a mesh of only points or edges.
Title Failed The remesher stopped (e.g. "remeshing produced no faces"). Try another Target Quads or Fast/Quality, then report it (§9).
Title Cancelled You pressed Esc or Cancel, or Blender stopped it (loading another file). If the remesher does not stop within 5 seconds, the add-on kills it. Nothing to do.

Planned, not yet in the add-on: a check before remeshing for self-intersections and thin parts (today thin and missing parts are reported after the run, as above).


7. Sculpts: what works and what struggles

From the project's measurements on real sculpts and on synthetic brush tests (October 2026; details in ENVELOPE.md, the project's list of supported inputs).

Works well

Struggles, and what helps

Situation What happens What helps
Thin parts (vines, leaves, cloth, thin blades) thinner than one quad Quads fold over the thin edge, and the count of handles and holes can come out wrong. Every remesher we compared folds there. Raise Target Quads until the thin part is at least one or two quads across: on a ribbony test object, 12,000+ instead of 3,000 cut the "too thin" area from 46 % to 17 %. Adaptivity does not help. For flat sheets with no thickness (a leaf plane, cloth), add a Solidify modifier first (wrench tab > Add Modifier > Generate > Solidify (from memory, check)); the add-on uses it without applying. The panel warns when parts are thinner than one quad or missing from the result (§6).
Pleats from the Twist/Rotate brush, creases pinched past themselves The original surface is folded there. On our two test sculpts, about three quarters of the remaining defects sit within two quads of such spots; most of the rest are on thin parts. In Sculpt Mode, smooth the spot (Smooth brush, or hold Shift while sculpting (from memory, check)) or voxel-remesh the sculpt (Remesh in the Sculpt Mode header, or Ctrl+R (from memory, check)) and remesh again. Or press Repair Folds and Re-run after the remesh (§8).
Holes in a closed sculpt at higher counts On the head test sculpt, before libQEx became the extractor, holes appeared from 6,000 quads up in most runs, all at the pleats above. As above; and the Holes row now shows them.
Crevices narrower than a quad (deep pinched grooves, eyelid lines) Folded quads in the groove; at high counts sometimes an extra tunnel across the groove. More quads, or soften the groove.
Sharp tips and spikes A cone-like tip is cut off about one quad deep, often with a ring of small, crowded quads around it (Blender's default cone at every count tested). A needle spike gets a non-quad or a crowded pole. More quads make the cut smaller, since it is about one quad.
Hard edges (box, cylinder or cone rims) Slightly rounded. On Blender's cube an edge loop follows about 90 % of the edges at 5,000 quads (about 70 % at 1,000), on the cylinder about 80 % of the rims (about 75 % at 1,000); a cone's base rim is mostly rounded off. Rows of thin quads often line the edge. Mark the edges Sharp (Follow Marks > Sharp is on by default): at 5,000 quads an edge loop then follows 90–99 % of a cube's or cylinder's edges and about 75 % of a cone's base rim (at 1,000 quads the cone's rim still almost none). Without marks, more quads make the rounding smaller. Edges sharper than Sharp Edge (90° by default, exactly 90° included) are kept as creases; lowering it keeps blunter edges too, but on detailed parts it makes more triangles and can change holes or handles, so check the Holes and Handles rows.
Small tunnels (a gap thinner than about 3 quads, e.g. between an arm and the body) It may close. Raise Target Quads until the tunnel is several quads wide.
Very low-poly input (big flat facets) The result follows the facets. An icosphere also gets extra poles inside its facets, with or without Subdivision Surface (a UV sphere comes out clean from about 3,000 quads). Add Subdivision Surface first. Smooth Normal only on rounded shapes: on a box (Blender's default cube) any value above about 55° (on a cylinder, above 45°) tears the result open, with holes, extra handles and hundreds of folded quads, and the run takes about 20 times as long.
Very many tiny thin pieces (a wrought-iron gate, wire ornaments) The run can take many minutes: on an iron-gate test model at 3,300 and 4,000 quads, some runs had not finished after 15 minutes. Press Esc to cancel (Blender stays usable). Merging or deleting the smallest pieces may help (not measured).
A surface pushed through itself May fold there. Not measured yet. Fix in Sculpt Mode.
Very tiny or huge models Measured from 0.0001 to 10,000 times the default size, and up to 1,000,000 units from the origin: it works throughout, with the same quad count from 0.001 times up. Nothing to do.
Text or a curve converted to mesh (Object > Convert > Mesh) Blender leaves the letters' front, back and sides as separate pieces that only touch. The remesher welds them itself (the Input cleanup row), so the letters come out closed; thin strokes then lose area at low counts (about 9–19 % of the text at 1,000 quads on our test, and the thin-part warning fires). More quads for thin strokes (§6, thin parts).
Imported glTF models (.glb, .gltf) The importer splits the vertices along UV seams and, on flat-shaded models (or files saved without shared vertices), at every face. The remesher welds these seams itself (the Input cleanup row): on our test files the result matched the one from a merged copy. Nothing to do. Seams with a visible gap (more than about 1/100,000 of the model's size) are not welded: then Tab, A, M > By Distance, Tab first.

Time. Measured on a cloud machine: a 140,000-triangle test sculpt took about 12 s at 10,000 quads and 30 s at 20,000 (Quality). A laptop may be 2× slower.


8. Folded input and Repair Folds

Some sculpt brushes (Twist, Rotate, Pinch, Crease pushed too far) fold the surface over itself: a small patch ends up upside down, like a pleat in fabric. You usually cannot see it in the viewport. The remesher cannot lay clean quads on such a spot, so that is where messy quads, triangles and holes appear.

Every remesh checks for these spots. If it finds any, the result shows a warning "Folded input: N faces in K spots" and, below it, a Repair Folds and Re-run button.

  1. Select the result object (the one the warning is shown for).
  2. Press Repair Folds and Re-run. The remesher runs again, the same settings, from your original object, and this time first smooths out only the folded spots.
  3. The new result replaces the old one (the old one is hidden). The rows show Folds repaired: X of N faces (counted in faces, because a repair can split one spot into several smaller ones); if some could not be fixed, a red Folds left: F faces in S spots row and a line saying so.

Also Flatten Needle Spikes (a checkbox above the button, off by default). Some folds sit on the flank of a needle: a single vertex pulled far out of the surface. The normal repair cannot fix those without moving the needle's tip, so it leaves them. With the box ticked, it lowers such a tip to the middle of its base when that clears the fold, which changes your shape at that spot. Only tips near a fold the normal repair left are lowered, never a spike on a clean surface. The result then shows a Spikes flattened row, for example "1, tip lowered by up to 0.6 quads" (how far the farthest tip moved, measured in quad edges at your Target Quads), and a line saying the shape changed. On our test sculpts it lowered 1 or 2 tips per model.

What it does and does not do:

9. Troubleshooting

Problem Try
No Quadami tab Mouse over the 3D Viewport, press N; scroll the tabs on the sidebar's right edge. Check Edit > Preferences > Add-ons: Quadami ticked? "Missing Add-ons: ...quadami" means its files are gone in this Blender: install the zip again and restart Blender. Not listed at all: it was installed into another Blender version.
Remesh button is grey Be in Object Mode, with a mesh object selected (orange outline, last clicked), and no remesh running.
"Remesher executable not found" Preferences > Add-ons > Quadami: the line under Remesher executable must say Using: ... with a tick. Leave the field empty and reinstall the right zip for your system.
Build line is red Add-on and remesher are from different builds: reinstall the zip.
macOS refuses to start the remesher The program is not notarized by Apple. Untested on a real Mac: in the Terminal, xattr -dr com.apple.quarantine <add-on folder> (the folder that holds the bin/autoremesher-cli shown after Using: in the add-on preferences).
The result is missing / my model vanished The original is hidden, not deleted: Outliner, click its eye icon. The result is <name>_remesh.
"Cannot remesh the original: …" Remesh on a result runs on its original, which must be in the scene: not deleted, not disabled in viewports (the monitor icon in the Outliner), not in an excluded collection. Show it, or clear Source in the panel to remesh the selected result itself.
Too few or too many quads Within 60–150 % of the target is normal. Thin parts and many small pieces push it around. Adjust Target Quads.
Folded faces / non-quads in one area Look at the input there (§7): a pleat, a thin part, a narrow groove. Try ±10 % Target Quads; small changes in the count move defects around.
It takes very long or the computer slows down Press Esc. Lower Target Quads or use Fast. Memory is about 2 GB per 100,000 quads.
Blender closed or froze The remesher runs as a separate program and cannot crash Blender by itself; report it.

Reporting a problem. Use the bug report form on GitHub (you need a free account) or e-mail quadami.contact@gmail.com. The quickest way: select the result (or, after a failed run, leave the panel as it is), press Copy Report at the bottom of the result box and paste the text into the form's first field or the e-mail. It holds the build line, Blender version, operating system, the settings of that run, the input's triangle count, every row and warning of the result box, the time of each step, the remesher's last output lines (only for the last run since Blender started) and the full report as JSON. It holds no mesh data, and folder names under your home folder lose your user name (~/..., /home/<user>/...). Read it before you send it. Add a screenshot of the result and what you did. If you can share the model, say so; models are kept private and only their numbers go into the project.

Without Copy Report (an older build), send the build line, the settings (Target Quads, Fast/Quality, anything changed), a screenshot of the result box, and, if possible, start Blender from a terminal (Windows: Window > Toggle System Console) and copy the text after Quadami worker output:.