Found it here: https://exoside.com/quadremesher/, just in case anyone else is looking for it.
The link at the end is pointing back to the article. Couldn't find the Quad Remesher and I would really love to test it.
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A tiny interview from 3d artist Liu Hao, who talked about the way he produces and renders his game characters.
My name is Liu Hao, I come from China and I’m currently living in Changsha city. I’ve been working in the game industry since 2011.
I have worked on some projects: New Lineage Ⅱ, The World HD, HON, Candle In The Tomb, VOV, etc.
What are the main requirements for game characters nowadays?
When I get the original character concept, I will think about the character’s impression, understand the character’s behavior and his background. I need to know how to achieve the final effect and how to attract players.
Low Poly Production
I usually make low poly model in 3Ds Max. There are some ways to improve efficiency when making a low poly model. I often find a similar to the concept model in my asset library. When it comes to personal work, I start from a simple box to consolidate my basic skills. I think the most important thing to do with any low poly character is to attract people.
I search for many references to deal with character’s emotions. I think the best way is to learn the fundamentals and practice. You need to have a lot of references.
I extrude the mesh to make clothes from the completed nude model. This is a very quick way to create the dresses. I try to pay attention to the wiring of the joints which is very important for the action.
What’s the best way to present characters?
I use Toolbag, because it is convenient to use. Import the model in the Marmoset Toolbag 2, and give the correct material ball and texture, then export it. It’s intuitive and allows to show my work on the Internet. You don’t have to wait to look at the result, especially when it comes the next generation characters.