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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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ZBrush
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ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.
  • ZBrush-80.lv
  • ZBrush-80.lv
  • ZBrush-80.lv
  • ZBrush-80.lv

Features:

ZRemesher

ZRemesher is the next evolution in our automatic retopology solution. ZRemesher has been designed with an artist’s point of view in mind. With a single click, ZRemesher produces ideal new topology based on your  original mesh. The new functions in ZRemesher are smarter, able to analyze the curvature of your model with the precision of a computer, but with the subtlety of the human eye. Add more polygons locally where needed, changing their shape to create perfect topology flow. As with most ZBrush tools, ZRemesher also lets you take control over the automatic process and give your own guidance to the core algorithms. It is easy to drive the flow of polygons with the help of curves. You  can also define where you wish to have more or lower polygon density. You can  perform local retopology to a specific part of your mesh while keeping a natural connection with the support model.

ZBrush-80.lv

© ZBrush, 2015

New Brushes

ZBrush’s powerful creative toolset is largely based on its brush system. With each release we add new brushes that can transform your way of working or simply make your daily sculpting easier. With ZBrush 4R6, we continue this long tradition. The new Trim Curve brushes cut your models in a way that is very similar to the Clip brushes, but deletes the affected polygons rather than pushing them to the stroke line. And as you can imagine, these new brushes will be DynaMesh’s new best friends!

Creating holes through a mesh has been possible since the introduction of DynaMesh and more recently enhanced with Mesh Fusion. Now ZBrush adds another option for this purpose with the Bridge Curve brush: select an opening, PolyGroup border or crease edge and connect it with another to generate a bridge of polygons. And because this new topology detection is so useful with the Frame Mesh feature, we went ahead and enabled it for all brushes that use curves. You will love it as much as we do!

ZBrush-80.lv

© ZBrush, 2015

Other additions

The new additions and improvements don’t stop there! Here is a brief summary of other noteworthy new functions:

  • DynaMesh now preserves PolyGroups. This makes it so easy to do Panel or Group Looping on a DynaMesh after having used Mesh Insert or Mesh Fusion!
  • The Slice brushes now only operate on the curve position and won’t propagate. What you see is now exactly what you get!
  • Group Front — a new PolyGroup creation function — detects all polygons which face the camera and assigns them to a single group.
  • This tool will let you create special effects by using your point of view, such as deformation of only the parts of your model that are visible to the camera.
  • The new Solo Dynamic mode keeps only the current active SubTool visible when manipulating it in front of the ZBrush camera, in order to improve 3D navigation.

 

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19 July, 2019

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2530 views
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22 April, 2019

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20 March, 2019

3486 views
1 comments
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19 March, 2019

2956 views
1 comments
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4662 views
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11 March, 2019

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1 comments
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1549 views
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7 March, 2019

4645 views
12 comments
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5154 views
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3420 views
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26 February, 2019

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20 February, 2019

3572 views
1 comments
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19 February, 2019

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13464 views
2 comments
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5453 views
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4173 views
1 comments
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8 February, 2019

2849 views
1 comments
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8 February, 2019

3420 views
1 comments
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2833 views
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6 February, 2019

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6 February, 2019

3586 views
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2202 views
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30 January, 2019

9675 views
3 comments
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29 January, 2019

2591 views
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28 January, 2019

4368 views
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28 January, 2019

2505 views
1 comments
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25 January, 2019

2430 views
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25 January, 2019

2888 views
2 comments
Malte Sturm did a detailed breakdown of his western Self-Portrait created with several tools and animated with Mixamo, and shared some helpful information.

24 January, 2019

2319 views
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23 January, 2019

4769 views
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22 January, 2019

3446 views
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21 January, 2019

4318 views
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17 January, 2019

3595 views
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17 January, 2019

3764 views
1 comments
Jacob Claussen tried out photogrammetry approach in his recent scene Swedish Forest and shared his thoughts about it.

15 January, 2019

2949 views
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14 January, 2019

3600 views
Eduard Grechenko shared a greatly detailed breakdown of his UE4 environment made within the CGMA course Vegetation & Plants for Games.

11 January, 2019

5670 views
3 comments
Dmitry Kremiansky talked about his picturesque 3D landscapes inspired by classical paintings and shared some useful ideas about lighting.

10 January, 2019

2647 views
Laurie Durand kindly talked about her experience of working in Ubisoft and taking part in the production of For Honor.

10 January, 2019

6787 views
2 comments
Moses Saintfleur shared a video breakdown of his Wicker Basket from Terra Online made in ZBrush, Maya, Substance Painter, and Toolbag.

10 January, 2019

2680 views
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9 January, 2019

2791 views
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8 January, 2019

3091 views
2 comments
Omar Al Salihi shared his knowledge gained at CGMA class Organic World Building: Alphas & tileable textures in ZBrush, blending nodes in UE4, lighting and more.

4 January, 2019

3351 views
Ilya Danilov shared the details behind his remake of Half-Life Python Revolver with sci-fi elements created with Fusion 360, ZBrush, Substance Painter & more.

3 January, 2019

3589 views
Elina Karimova shared her character workflow used in personal projects and tips and talked about her Dwarf project made with ZBrush, Photoshop, and Toolbag.

2 January, 2019

4646 views
At CGMA, Ali Ghadimi studied Intro to Environment Art and did a breakdown of his small vignette Old Southwestern Gate made within the course.

28 December, 2018

2971 views
Alexander Sheynin shared a detailed breakdown of his amazing Sawed-Off Shotgun made in 3ds Max, ZBrush, Substance Painter, and Marmoset Toolbag.

26 December, 2018

3738 views
Jonas Ronnegard has recently presented the second part of his tutorial series that shows workflows and techniques of top ZBrush artists.

24 December, 2018

2852 views
Alex Gallucci talked about his crisp Sig Sauer MPX model created within CGMA course Weapons and Props for Games led by Ethan Hiley.

21 December, 2018

2518 views
Arturo Ramírez also known as Limkuk talked about his Sad Muse mask design made with ZBrush, Maya, and Substance Painter.

19 December, 2018

3056 views
2 comments
Oswaldo Salazar did a breakdown of his recent sculpt of Garrison made in ZBrush & Photoshop and talked about stylized character sculpting in general.

18 December, 2018

4080 views
Z is new a set of tools for simultaneous modeling in Houdini and ZBrush.

17 December, 2018

2213 views
Jeongho Shin shared the details of his character workflow in 3ds Max, ZBrush, and Toolbag: general approach, face, hair, low poly in ZBrush and more.

17 December, 2018

12240 views
Jeryce Dianingana did a breakdown of his stunning Oni Shrine environment made in Unity which won him the 3rd place in ArtStation's Feudal Japan Challenge.

14 December, 2018

3865 views
3 comments