Remesh any model to the polycount you need

Generated meshes, scans and sculpts are often far too dense for real-time use. Set a triangle budget or ask for quads, and threeD rebuilds the topology while baking the lost detail into a normal map.

Loading 3D preview

Triangles

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This preview runs edge-collapse decimation in your browser, so the result is real geometry, not a mock-up. The studio adds UV and normal-map baking so the reduced mesh keeps its painted detail.

Drag the slider to decimate a CC0 sample model in real time. The triangle count is measured from the reduced geometry.

How remeshing works

  1. 1

    Choose a target

    A triangle count, a preset such as “mobile prop”, or a percentage of the original.
  2. 2

    Pick the topology

    Triangles for game-ready props. Quads for anything you will sculpt, subdivide or rig.
  3. 3

    Bake and compare

    Detail from the original is baked into a normal map. Toggle before and after to judge the difference.

Decimation and retopology are not the same thing

Decimation removes vertices from the existing surface until it hits a budget, like the live demo above. It is fast and keeps the shape well, but leaves uneven triangles that deform badly if the model is animated.

Retopology builds a new surface of evenly spaced quads that follows the shape and its natural edge flow, for example loops around the eyes and mouth or along a sleeve. It takes longer, but the result subdivides cleanly and bends properly at joints.

Use decimation for static props and background assets. Use quad retopology for characters, anything you will rig, and models you will keep editing. The background is in quad vs triangle topology.

Common triangle budgets

There are no universal numbers; the right budget depends on how many copies are on screen and how close the camera gets. These ranges are common starting points that teams then adjust after profiling:

Where it is usedTypical range
Mobile game prop300 – 3,000 triangles
Web or AR product viewer10,000 – 100,000 triangles
PC or console prop2,000 – 30,000 triangles
Hero character, PC or console30,000 – 150,000 triangles
3D printingNo real-time limit; keep detail but under your slicer’s file size limit

More detail per platform is in polygon budgets for games, web and AR. For a heavy real-world example, open the toy car sample: about 81,000 triangles, far above a mobile budget.

Generate a whole LOD chain at once

Turn on LOD chain and threeD outputs the full model plus three reduced versions, at 50%, 25% and 10% of the triangle count by default. All levels share one UV layout and one texture set, and FBX/GLB exports name them with the _LOD0…_LOD3 suffixes that Unity and Unreal Engine detect automatically on import.

Cleanup that happens on every remesh

  • Duplicate vertices are merged and zero-area faces removed.
  • Holes are closed so the mesh is watertight, which matters for 3D printing and boolean operations.
  • Internal, hidden geometry is removed.
  • Normals are recalculated and made consistent.

Questions people ask

Will remeshing ruin my textures?
Not if you let threeD re-bake them. The original colour and surface detail are transferred onto the new UVs. If you skip baking, the old texture will not line up with the new mesh.
Can I remesh a model for 3D printing?
Yes. Remeshing also closes holes and removes internal faces, which fixes many of the errors slicers report. Choose a high triangle target so curves stay smooth.
What is the lowest sensible triangle count?
It depends on the silhouette. A round object needs enough edges to look round at the size it appears on screen. Use the live demo to see where the shape starts to break.
Does quad retopology keep edge loops for animation?
It follows curvature and detects common loops around joints and facial features. For hero characters, check the shoulders and face and adjust by hand if needed.

Make your first model in the studio

Every plan includes all the tools, commercial rights and every export format. Cancel any time.