The RemeshIT button is the heart of the BQR workflow. When pressed, it automatically adds a chain of modifiers (Remesh → Bevel → Subdivision Surface) optimized to convert dense, triangulated geometry into a clean, quad-dominant mesh suitable for boolean operations and further modeling.
This operator is particularly useful for CAD imports or high-poly assets that need to be transformed into smoother, concept-friendly, quad-based geometry, ready for boolean operations!
🔍 Main Workflow Parameters
Octree Depth
What it does: Controls the level of detail of the voxel remesher.
Higher values create finer geometry but also increase polygon count.
Lower values reduce detail and simplify the mesh more aggressively.
Tip: Use values between 4–6 for most boolean-friendly results.
Scale
What it does: Adjusts how tightly the remesher fits the surface.
A higher value (closer to 1) creates a denser remesh.
A lower value leaves more spacing between vertices, leading to a lighter mesh.
Tip: If you experience holes or distortions, try slightly lowering this value (e.g., 0.85).
Bevel Amount
What it does: Determines how thick the bevel is on sharp edges.
Higher values produce softer, more visible bevels.
Lower values keep the bevel tight and technical.
Tip: A setting of 0.02–0.05 is ideal for clean technical edges.
Segments
What it does: Sets how many subdivisions are used in the bevel curve.
Higher segments create smoother curves.
Lower segments are better for hard-surface models.
Tip: Keep this at 3 for a good balance between quality and performance
Angle
What it does: Specifies the minimum edge angle (in degrees) that will receive a bevel.
Lower values apply bevels to more edges.
Higher values apply bevels only to sharp corners.
Tip: 30° is usually ideal for CAD or modelling.
Shape
What it does: Adjusts the profile curve of the bevel.
A value of 0 creates a concave bevel.
A value of 1 creates a convex bevel.
0.5 gives a uniform, even bevel.
Tip: 0.5 is the most stable and recommended for general use.
Subdivision Level
What it does: Controls how many levels of Subdivision Surface are applied after the bevel.
Higher levels give a smoother, more rounded result.
Lower levels keep the mesh lightweight and sharper.
Tip: Use 1 or 2 depending on the level of visual smoothness you want.
This button resets all the remeshing-related values (Octree Depth, Scale, Bevel Amount, Segments, Angle, Shape, and Subdivision Level) back to their default state.
Tip: Use it if your mesh gets distorted or if you want to start fresh without tweaking sliders manually.
Removes all modifiers added by the BQR workflow: Remesh, Bevel, Subdivision Surface, and Smooth.
Tip: Ideal when you want to delete everything BQR added without affecting other modifiers you may have on the mesh.
✨ Refining Parameters
Controls how many times the smoothing modifier is applied to the mesh. It helps soften the shading and clean up minor artifacts after remeshing.
Tip: Use higher values (e.g. 30–50) if your mesh looks too rough or jagged after remeshing. Be careful not to overdo it excessive smoothing might blur sharp details.
Toggles the use of a more aesthetically pleasing bevel profile (Arc instead of Sharp). This results in smoother, rounded bevels, ideal for concept art or stylized hard-surface models.
Tip: If your CAD model breaks or explodes after applying Remesh, disable this setting. Some dense or complex meshes may not support Beauty Bevel properly.
🔨 Modeling
The Mirror feature automatically creates a Mirror modifier with an empty object at the world center. Select mirror axes (X, Y, Z), set Merge/Clip options, and control its position in the modifier stack with a single click.
Tip: you can move the mirror in the modifiers by moving it before or after the remesher according to your needs
🛠️ Finalization Parameters
Applies all the modifiers added during the RemeshIT process (Remesh, Bevel, Subsurf, etc.), converting them into real geometry.
Tip: Use this before exporting or unwrapping to lock in your final mesh. A backup is automatically created in a hidden collection, just in case.
Adds a Decimate (Unsubdivide) modifier to simplify the mesh and reduce unnecessary geometry while preserving the overall shape.
Tip: Great for lowering polycount after remeshing. Works best when used after applying modifiers.
Dissolves redundant edge loops that don’t contribute to the shape of the model. It preserves geometry around curves, holes, and corners.
Tip: Use this to achieve a cleaner topology for real-time or game assets. The edge dissolve is adaptive and non-destructive.
Automatically unwraps the mesh using Blender’s Smart UV Project, preparing the object for texturing.
With the introduction (in V1.5) of real-time unwrapping this feature will change.
Tip: Only use this after applying all modifiers. It creates and activates a default UV map named “UVMap”.