Curious to know if this has progressed any further ? I believe quad meshing is an invaluable asset to mesh export workflow. Escecially for anyone interested in exporting for game engine assets.
My main workflow, reconstructing archaeological shipwrecks, typically involves either 3D laser scanning or touch probe digitising to record and document the many individual ship timbers.
Once documented I then typically reconstruct the ship using Rhinoceros for the modelling process, and a naval architecture plugin called Orca 3D for analyzing the weight, center of gravity and flotation capabilities of the reconstructed ship.
Over the last two years I have been experimenting with Unity as a method to display and make available to the public the invaluable three dimensional data that is generated during these ship reconstructions, rather than reverting back to the more traditional 2 dimensional paper plans and drawings. I have had some success with creating xbox controller type walk around the ship "game" or visualizations, as well as some unity/vuforia augmented reality 3D models and some Gear VR simulations.
However the data size using standard Rhino exported poly mesh is a serious limitation.
Therefore it is essential to create a low poly retopo version of the model for use in the game engine.
A shame as the nurb model is the ultimate small file size representation of the gigabytes of 3d scanned data, but unfortunately game engines do not utilise Nurbs models.
Generating the low poly asset currently involves creating a quad based mesh which is uv unwrapped before having textures and the fine detail from the high res version normal mapped.
The current mesh workflow from rhino is totally incompatible with these (Zbrush 3DCoat) packages, and means another low poly retopo'd version of the model has to be created.
I have created a few prototype quad meshes and even in there current state would represent a significant time saving.
Here's hoping Quadmesh makes it further than just a prototype idea as the only solution currently is to recreate the model in external software.