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Density

Where quads should be smaller or larger, and parts that touch.

Denser / Coarser / Clear

Paint the density map on the original:

  • Denser paints red: smaller quads there (full red: edges a quarter as long). The quad count stays about the same, so denser quads in one place mean larger ones elsewhere: paint light red first.
  • Coarser paints cyan: larger quads there (full cyan: edges four times as long).
  • Clear resets the map.
  • Done Painting goes back to Object Mode.

Painting turns Use Painted Density on. The brush is Blender's own Vertex Paint brush (F: size, Shift F: strength): a stroke paints a soft band, strongest in the middle.

One stroke of Denser Without the map With it
A soft red arc painted across a sphere The sphere remeshed evenly Smaller quads along the arc

The quads along the stroke get smaller and the rows bend round it; the rest of the sphere gets a little coarser, as the count stays about the same.

The painted map Without it With it
Light red painted over the face Remesh without the map Remesh with the map: smaller quads on the face

Use Painted Density

Uses the active colour attribute as the density map: red makes edges a quarter as long, cyan four times as long, white leaves them as they are. Off: the map is kept but ignored.

Join Touching

Where parts press together (fingers, a thumb against the palm), fuses the walls closer than half a quad before remeshing. It adds a voxel Remesh modifier to the original, half a quad in size; the original keeps its shape underneath. Unjoin takes the modifier off.

Without With Join Touching
The stylized hand at 880 quads Joined: one clean surface

Joined fingers become a mitten with grooves: use it when that is what you want at this quad count, or raise Quads so the gaps get quads of their own. It refuses a mesh with open borders.