Hi everyone,
I’m having a problem with a complex mesh and have tried several approaches, but I haven’t been able to solve it. I’d really appreciate any advice or suggestions.
I have a complex mesh of a shoe sole, which was converted from a NURBS object. As you can see, the current topology is quite messy, with a combination of triangular and quad faces.
For animation purposes, I need to convert it into a clean quad mesh while preserving the original shape as accurately as possible. I’ve tried using QuadRemesh in both Rhino and Grasshopper, but the shape changes during the process. In particular, some hard edges become deformed. Even when I increase the number of quad faces, the resulting shape still doesn’t match the original accurately enough.
Please see the attached image for reference.
Essentially, what I’m looking for is a workflow similar to retopology in Blender or 3ds Max but not manually, where I can create a clean quad-based topology while keeping the original shape and details as close to the source mesh as possible.
If anyone has any ideas, recommended workflows, or tools for achieving this in Rhino/Grasshopper, I would really appreciate your help.
Thanks in advance!
Hieu
quadremesh testing file.obj (16.4 MB)



