Quad-Mesh Retopology

With KIRI Engine Pro, users can retopologize and export their 3D scanned models as Quad-Mesh.

Convert Triangular Mesh to Quad-Mesh

Enhance your 3D scanned models with smoother surfaces, optimized geometry, and greater flexibility and animation.

Triangular Mesh

A triangular mesh is composed entirely of triangles, which are the simplest form of polygons. Each face in a triangular mesh has three edges and three vertices.

Quad-Mesh

A quad mesh is made up of quadrilaterals—polygons with four edges and four vertices. Each face in a quad mesh is a quadrilateral.

What's the Difference Between Triangular Mesh and Quad-Mesh?

Typically, 3D scanned models export as triangular mesh, which is the default state of mesh 3D scanning outputs. Triangular mesh has the advantage of efficiency as it takes less computing power to render, but the limitations are apparent as well. Being composed of triangles, the editability of triangular mesh is on the lower end, as being composed of only three vertices and edges prevents them from being adjusted at a large scale before falling apart.

KIRI Engine exports triangular mesh by default, but Pro members can have the algorithm automatically retopologize the models into quad-mesh upon export. This grants 3D creators a lot more versatility in terms of subdivision, UV mapping, surface adjustment, and more. It's highly recommended for those working in game development, film production, and other fields that require precision-focused models that provide the extra versatility in further manipulation and creation.

Additionally, the UV maps exported in quad-mesh will be unwrapped, which allows for a cleaner and easier cleanup.