Vixen
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Editor · guide

Retopology and UV surfaces

Where a quad remesh and an unwrap are actually invoked from — the model importer, three command-line verbs, and the blockout mode's own verb and UV panel.

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  • Retopology settings and reports — What to ask a quad remesh for, and everything it measured about what it gave back.
  • Quad remeshing — Triangles in, quads out — a retopologiser whose hard edges are layout boundaries rather than something snapped to, and which tells you how well it did.
  • UV charting and seams — Where to cut a mesh — a distortion-driven recursion whose chart count is an outcome of a quality target, and seams that are walks on the mesh's own edges.
  • UV flattening — A chart in, a flat island out — a three-rung ladder that measures what it cost you four ways and refuses anything it would have to fold.
  • UV packing — Islands in, transforms out — a standalone atlas packer whose margin is counted in texels and whose output does not move between runs.
  • Booleans and handoff — Non-destructive union, subtract and intersect whose operands stay editable — and what turns a block-out into an asset.
  • Mesh maps as project assets — The bake panel a mesh-map bake is set up in, what the nine files are called, how a set is keyed on the model it came from, and how a generator finds one by usage rather than by path.