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	<title>Quad Draw - DIGITAL PRODUCTION</title>
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		<title>Quad Draw Comes to Blender</title>
		<link>https://digitalproduction.com/2025/12/19/quad-draw-comes-to-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 19 Dec 2025 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[addon]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Dmitriy Ismailov]]></category>
		<category><![CDATA[IDA BEST RETOPO TOOLS]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[Quad Draw]]></category>
		<category><![CDATA[Retopology]]></category>
		<category><![CDATA[Vulkan]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=241508</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/j6cndhcwvea-00-26-51-6-ida-best-retopo-tools-%D0%A0%D0%B5%D0%BB%D0%B8%D0%B7-blender-45-%D0%B8-%D0%B2%D1%8B%D1%88%D0%B5-vulkan.png?fit=1200%2C503&quality=72&ssl=1" width="1200" height="503" title="" alt="A grayscale 3D model of a human face displayed on a computer screen, highlighting the eye area with a red and yellow selection. The software interface includes tools and menus on the left and right sides." /></div><div><p>New Vulkan-based retopology add-ons make Blender’s mesh work feel like Maya’s Quad Draw, fast, intuitive, and production-ready.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/19/quad-draw-comes-to-blender/">Quad Draw Comes to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/j6cndhcwvea-00-26-51-6-ida-best-retopo-tools-%D0%A0%D0%B5%D0%BB%D0%B8%D0%B7-blender-45-%D0%B8-%D0%B2%D1%8B%D1%88%D0%B5-vulkan.png?fit=1200%2C503&quality=72&ssl=1" width="1200" height="503" title="" alt="A grayscale 3D model of a human face displayed on a computer screen, highlighting the eye area with a red and yellow selection. The software interface includes tools and menus on the left and right sides." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://7403897089329.gumroad.com/l/lrjnlk" title="">IDA BEST RETOPO TOOLS</a> by <a href="https://www.youtube.com/@%D0%94%D0%BC%D0%B8%D1%82%D1%80%D0%B8%D0%B9%D0%98%D1%81%D0%BC%D0%B0%D0%B8%D0%BB%D0%BE%D0%B2-%D1%8B9%D0%B1" title="">Dmitriy Ismailov</a> is a collection of Python-based add-ons for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a> 4.5 and higher. Built around the Vulkan branch of Blender, these tools provide fast, modular retopology functions inspired by <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>’s Quad Draw system. If your daily routine involves cleaning up dense <a href="https://digitalproduction.com/tag/zbrush/" title="ZBrush">ZBrush </a>or <a href="https://digitalproduction.com/tag/photogrammetry/" title="photogrammetry">photogrammetry </a>meshes, these scripts might fit neatly between standard Blender tools and full-blown commercial retopo suites like RetopoFlow or TopoGun.</em></p>
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<h3 id="the-news-vulkan-retopo-the-diy-way" class="wp-block-heading">The News: Vulkan Retopo, the DIY Way</h3>



<p class="wp-block-paragraph">Ismailov’s toolset, IDA BEST RETOPO TOOLS, is a hand-built collection of modular Python add-ons that rethink Blender’s retopology workflow. The author’s motivation was simple: most existing Blender retopo add-ons rely on legacy Python operators originally derived from early tools such as PolyQuilt. While functional, these older scripts become memory-heavy when dealing with multi-million-poly meshes.</p>



<p class="wp-block-paragraph">The new suite instead uses Blender’s Vulkan rendering backend, introduced experimentally in Blender 4.5, to speed up viewport updates and reduce lag when editing complex models. Each function is distributed as a separate <code>.py</code> add-on rather than a monolithic package, allowing artists to install only the tools they need.</p>



<h3 id="modular-and-explicit-installation" class="wp-block-heading">Modular and Explicit Installation</h3>



<p class="wp-block-paragraph">Every Python file in the pack acts as an independent add-on. Users must install them one by one via <em>Install from Disk</em> rather than adding a full folder. After installation, the tools appear in Blender’s N-panel. This modularity allows per-tool debugging and selective updates, at the cost of some setup time.</p>



<h3 id="the-core-quad-based-interaction" class="wp-block-heading">The Core: Quad-Based Interaction</h3>



<p class="wp-block-paragraph">The heart of the toolkit is a Quad Brush system designed to emulate Maya’s <em>Quad Draw</em> behaviour. With hotkeys such as Ctrl, Shift, and mouse drags, users can place vertices, generate quads, or extrude retopology strokes directly on high-poly geometry. The operator runs in modal mode, reacting to viewport input until manually switched off. Performance considerations are explicitly addressed: undo operations can be unstable when combining reverse and smooth functions, and the author warns users not to press <em>Ctrl Z</em> during some modal interactions. These caveats underline the project’s <em>in-progress</em> nature and its focus on function over polish.</p>



<h3 id="visual-feedback-and-vulkan-specific-display" class="wp-block-heading">Visual Feedback and Vulkan-Specific Display</h3>



<p class="wp-block-paragraph">The set includes a visual overlay module for highlighting non-manifold geometry and isolated vertices, updating in real time with camera movement. The overlay only works in Vulkan builds and disables itself automatically when switching tools to avoid frame rate drops on heavy meshes. This approach mirrors professional viewport isolation found in Maya or Modo, though it still lacks per-object wireframe isolation. The author notes plans to refine this behaviour later.</p>



<h3 id="geometry-creation-and-snapping" class="wp-block-heading">Geometry Creation and Snapping</h3>



<p class="wp-block-paragraph">One of the notable features is dynamic snapping to face normals. The <em>Project Along</em> operator reprojects newly created quads onto underlying high-poly geometry, fixing floating polygons common in manual retopo. The process can be triggered manually or bound to custom hotkeys using the PAMenu Editor, a fork of Blender’s abandoned Pie Menu Editor project now maintained by the community.</p>



<h3 id="additional-operators-and-controls" class="wp-block-heading">Additional Operators and Controls</h3>



<p class="wp-block-paragraph">All parameters, including vertex display thickness and overlay colours, can be modified in the N-panel. Several secondary tools extend the base functionality:</p>



<p class="wp-block-paragraph">The <strong>Selection Circle</strong> generates loops or cuts across multiple separate objects, aiding hard-surface retopology such as armour pieces or layered clothing.<br /><strong>Smooth Iteration</strong> acts as an incremental vertex smoother applied via hotkey <em>S</em>.<br /><strong>Cylinder and Stroke Tools</strong> create curved or circular retopo patches with adjustable density using mouse scroll input.<br />The <strong>Flip Normals Script</strong> fixes inverted faces, particularly common in imported high-poly ZBrush meshes.</p>



<p class="wp-block-paragraph"></p>



<h3 id="practical-notes-and-warnings" class="wp-block-heading">Practical Notes and Warnings</h3>



<p class="wp-block-paragraph">The developer stresses that these tools are designed exclusively for Blender 4.5+ Vulkan builds. Functionality may partially work in earlier versions, but the visualisation layer will not. Users are encouraged to assign custom hotkyes via PAMenu Editor or Blender’s Keymap Preferences for efficient access. Undo behaviour remains limited in modal tools, and certain combinations (Reverse + Smooth) can trigger state loss. The author calls these “known quirks” of the early build.</p>



<h3 id="a-maya-style-workflow-inside-blender" class="wp-block-heading">A Maya-Style Workflow Inside Blender</h3>



<p class="wp-block-paragraph">Functionally, the set delivers a familiar workflow to artists used to Maya’s Quad Draw: click to place vertices, drag to fill quads, Shift to smooth, W to toggle wireframes, and F to flip normals. The result is a more tactile retopology experience than standard Blender’s tools, which still rely on traditional transform operators.</p>



<p class="wp-block-paragraph">While not as integrated as dedicated commercial solutions, IDA BEST RETOPO TOOLS brings much of the same speed and clarity to Blender’s open ecosystem.</p>



<h3 id="development-outlook" class="wp-block-heading">Development Outlook</h3>



<p class="wp-block-paragraph">Ismailov notes that future versions will expand with features akin to <em>Petiq</em>, a now-abandoned Blender retopology tool. The project’s direction remains open and community-driven, with feedback encouraged via Gumroad comments. Given that these tools touch low-level input and viewport operations, users are advised to test them on non-production builds first. Stability, especially under Vulkan, may vary between Blender nightly versions.</p>



<h3 id="bottom-line" class="wp-block-heading">Bottom Line</h3>



<p class="wp-block-paragraph">IDA BEST RETOPO TOOLS is not a polished consumer product but a working production hack, a coder-artist’s attempt to make Blender’s retopology as immediate and predictable as Maya’s. For retoop specialists handling multi-million-poly meshes, it is a surprisingly competent and fast addition to the toolkit, as long as you are comfortable installing Python scripts manually and living with occasional visual oddities. Always test such innovations thoroughly before relying on them in live production.</p><p>The post <a href="https://digitalproduction.com/2025/12/19/quad-draw-comes-to-blender/">Quad Draw Comes to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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