Tesselator – Quadrilateral Remeshing for Blender

Tesselator by Flow Tools creates a low-poly quad mesh from a high-poly 3Dscan or sculpt in Blender by distributing particles evenly across the surface then connecting them with clean loops.

The tool can generate quads, triangles or quad-dominant remeshes. Options include symmetry, “grease-pencil” guides to direct loop flow, and high-poly painting for areas that need more detail.

The author states Tesselator’s auto-remesher is not a replacement for manual retopology, but for $8.50 it seems like an indispensable tool for low-poly baking and figure creation.

https://www.blendermarket.com/products/tesselator

Dual quaternion skinning for Unity

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Unity‘s skinned mesh renderer applies linear-based bending, which can result in collapsed volumes and “candy wrapper” twisting in the limbs.

Dual-quaternion skinning is an alternative method that helps preserve the mesh volume. It’s slower than linear-based, and has its own minor artifacts such as a bulging around the joints, but is a big improvement on the collapsed joints.

Constantine Rudenko has created a compute shader and scripts to convert Unity’s skinned meshes to dual quaternion at runtime. Blendshapes are supported.

https://github.com/ConstantineRudenko/DQ-skinning-for-Unity