Remesh / Retopology

Reduce the polygon count of a 3D model and rebuild clean quad or triangle topology. Compare four remesh providers, from free to AI retopology.

Updated October 2026

The Remesh tool rebuilds a model's topology to reduce its polygon count, switch between quads and triangles, and export it in a new format. Textures are baked onto the new mesh, and the cheapest providers cost 0-3 credits.

CostFree (Base), 1-3 credits (Prism), 10-15 (Hunyuan), 15 (Pro)
Face count1,000 to 200,000 faces (Prism)
TopologyQuads or triangles
Texture baking512 to 4,000 pixels, PNG or JPEG
ExportGLB, FBX, OBJ, STL, USDZ, 3MF, BLEND
WhereStandalone Remesh tool or Model Actions in your dashboard

How do I reduce the polygon count of a 3D model?

Open the model in the Remesh tool, choose a provider, set a target face count and click Remesh. Turn on texture baking so the original textures are projected onto the lighter mesh.

  1. Open the Remesh tool and upload a GLB, FBX or OBJ, or open a model from your Dashboard and choose it in Model Actions
  2. Choose a provider (see below). Prism suits most game and animation work
  3. Set the face count for your platform and choose quads or triangles
  4. Enable texture baking and pick a resolution
  5. Pick the output format and click Remesh
  6. Download the optimized model

Which remesh provider should I use?

Use Prism for most models: it gives clean quad or triangle topology for 1-3 credits. Use Base when you only need a quick, free reduction or format change, Hunyuan for AI-placed topology, and Pro (Meshy) for high-poly production assets.

ProviderCreditsBest for
BaseFreeFormat conversion and basic polygon reduction
Prism1 (triangles) or 3 (quads)Clean topology for games and animation
Hunyuan10-15AI retopology that adapts to the shape
Pro (Meshy)15High-poly models that must keep fine detail, many output formats

Base supports face count targets and triangulated output at no cost, which makes it a good first step when you just need a lighter model.

Prism offers face counts from 1,000 to 200,000, texture baking, and pre-processing such as vertex cleanup and structure repair.

Prism remesh settings panel

The Prism provider settings, showing face count, topology type, and texture baking options.

Hunyuan decides where edges go based on the model's shape. It puts more polygons on curved and detailed areas and fewer on flat surfaces, for 10-15 credits depending on complexity.

Pro (Meshy) handles high-polycount models, keeps fine detail while producing proper topology, and outputs many formats, for 15 credits.

How many polygons should I target?

Match the face count to the platform: 1,000-5,000 faces for mobile and web, 5,000-30,000 for PC games, and up to 200,000 for film, renders or 3D printing.

UseTarget face count
Mobile games, web viewers1,000-5,000
PC and console games5,000-30,000
Film, renders, 3D printing10,000-200,000

For very high-poly source models (over 100,000 faces), turn on initial decimation in pre-processing. It gives the remesher a cleaner starting point.

Should I use quads or triangles?

Use quads for models you will animate or subdivide, and triangles for real-time rendering in game engines. With Prism, quads cost 3 credits and triangles 1 credit.

QuadsTriangles
Deformation in animationCleanCan crease
Subdivision surfacesWorks wellNot suitable
Game engine renderingConverted to triangles on importNative
Prism cost3 credits1 credit

Does remeshing keep my textures?

Only with texture baking turned on. Remeshing creates new geometry with a new UV layout, so the original textures no longer line up unless they are baked onto the new mesh. Baking supports 512 to 4,000 pixel textures in PNG or JPEG.

Which formats can I export after remeshing?

Remeshed models download as GLB (web and game engines), FBX (Unity, Unreal, Maya), OBJ (universal), STL (3D printing), USDZ (Apple AR), 3MF (color printing) or BLEND (Blender). For 3D printing, choose STL or 3MF and turn on structure repair in pre-processing. See Export Formats for details.

Before and after

A model before and after remeshing with the Hunyuan provider, viewed in Blender:

Model before remeshing in Blender

Before: the original mesh with uneven topology and high poly count.

Model after Hunyuan remesh in Blender

After: clean, optimized topology from the Hunyuan remesh. Notice the even polygon distribution.

Video walkthrough

How Remesh fits into a full game development workflow:

What's next

After remeshing, add textures, rig the model for animation or split it into parts. For AI retopology into very light low-poly meshes, see Smart Low Poly.

Frequently Asked Questions

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