Remesh your object as Tris or Quads meshes and define the desired “vertex count”, “face count” or “edge length” for the remeshed object. Work on a final “clean pass” to get rid of bad topological meshes.

Two remeshing process featured:

batch process — use the command line mode of Instant meshes;

send and open the mesh inside Instant Meshes to tweak the final result by using the orientation and position brush.

Finish by baking the details from the high-res mesh to the low-res one. This step is also fully automated. You can either automatically unwrap the UVs (for the normal channel) or use an already existing mapping done with other toolkits (Headus, Unfold3d, Unwrella, Flatiron, etc.)

Meshes coming from Instant Meshes have a really nice and even distribution of triangles and they can be used with a particle system to create more complex FX. You can find PFlow Stippling video example here.

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