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I am interested in using the Remesh modifier for stylized modelling, however there is a major flaw in the fact that the Remesh Modifier appears to only take vertices and face area etc. into account when calculating block sizes. I really would like to have a way to make this size constant.

I am considering using Ctrl+J and vertex groups, however this would be a major pain. Is there any other way to do this? I am open to Python solutions as well.

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  • $\begingroup$ How will the "block size" be defined? My idea would be to take the biggest object and find the appropriate octree&scale values and impose that to others. The trick to avoid running the modifier upon joined objects would be to give each one the biggest object's bounding box as remeshing domain (imgur.com/mMIvCvq) $\endgroup$
    – Carlo
    Nov 16 '15 at 16:04
  • $\begingroup$ Have you tried that? It doesn't work AFAICT. $\endgroup$
    – VRM
    Nov 16 '15 at 16:22
  • $\begingroup$ Yes, I made the linked image that way. To set the same bounding box domain for all the objects I simply copied the same four vertices in each object imgur.com/4bAdTvH. $\endgroup$
    – Carlo
    Nov 16 '15 at 16:44
  • $\begingroup$ So now if you edit them separately, they stay the same? That doesn't work if I remember correctly. $\endgroup$
    – VRM
    Nov 16 '15 at 16:50
  • $\begingroup$ Here's my testfile filedropper.com/suzannebbox. It seems I can edit the mesh without any issue, but maybe I didn't stress-tested it enough. Let me know in which sense it doesn't work. $\endgroup$
    – Carlo
    Nov 16 '15 at 16:56
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Remesh modifer use the object's bounding box to determine the size of the block (combined with the scale and the octree depth)

If you want to use just the built-in tools and no python, a possible, dirty, workaround could consist in altering each object bounding box to a fixed the one of a "remeshing box".

Create a box of the wanted size, delete faces (deleting edges is optional) and assign to the object a Remesh modifer with the target resolution.

enter image description here

Create/pick one object, move it inside the box. Apply scale.

enter image description here

Join the object with a duplicate of your cage. This way the mesh will inherit the modifiers with all the settings.

enter image description here

You can edit the object freely until it stays inside the box defined by the vertices.

enter image description here

Cons:

  • The box can't be changed interactively.
  • You have to duplicate and join the remeshing box for each object.
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    $\begingroup$ If nothing better shows up in the next few days, I'll accept this. $\endgroup$
    – VRM
    Nov 16 '15 at 17:55
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    $\begingroup$ Thanks for your kindness, anyway I'm not worried about that. I hope someone will come out with a more flexible solution too, mine is just a trick. I agree with leaving it open. $\endgroup$
    – Carlo
    Nov 16 '15 at 18:06
  • $\begingroup$ If your meshes are manifold and not intersecting, a boolean union on the "cage" would help: No need to apply scale and join, can edit transformation on object level, etc. $\endgroup$ Aug 12 '16 at 13:04
  • $\begingroup$ Or, even better, use an array modifier on A object, use object ofset set to B, and end cap also set to B. This is basically a mesh-combine modifier. $\endgroup$ Aug 12 '16 at 13:09

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