Preserve certain hard edges during quad remeshing


I have been trying to convert this mesh to SubD using quad remeshing. This generally worked well, but failed to detect the hard edges shown below and messed up the tips of these small legs, which happen to be quite useful. I am wondering if there’s any way to preserve such fine details, or force certain hard edges during quad remeshing?

Thanks a lot :slight_smile:

(Increasing the quad count does help, but ends up with thousands of quads…)

Mesh vs SubD.3dm (1.7 MB)

have you thrown some guide curves on the model?
that may help-