Quad or Triangle Output
One switch in the Remesh panel: a quad-dominant mesh for animation, sculpting, and clean edge flow, or a decimated triangle mesh for game engines and real-time work.
AI Retopology
AI retopology rebuilds a messy, dense mesh into clean quad or triangle topology automatically, at the polycount you choose. Meshy's Remesh runs it free in your browser — 0 credits, nothing to install.

Retopology rebuilds a 3D model's polygon structure into clean, evenly flowing topology while keeping the original shape intact. Meshy's Remesh runs the whole process automatically in your browser — the panel estimates about a minute per model, at 0 credits.

Upload your own model (FBX, OBJ, STL, glTF, or GLB, up to 100MB) or create one with Text to 3D or Image to 3D — Remesh sits in the toolbar right next to Texture. Pipelines can run the same job through the Remesh API.


Choose quad-dominant or triangle output, then set the target polycount: Fixed or Adaptive mode, presets from 3K to 100K plus a custom field. The Remesh API accepts anywhere from 100 to 300,000 polygons.


Download the retopologized mesh as GLB, FBX, OBJ, USDZ, STL, BLEND, 3MF, or DXF — ready for game engines, DCC tools, CAD, and 3D printing. Your textures carry over to the new topology; run Retexture only if you want a fresh look.

One switch in the Remesh panel: a quad-dominant mesh for animation, sculpting, and clean edge flow, or a decimated triangle mesh for game engines and real-time work.
Fixed and Adaptive modes with presets at 3K, 10K, 30K, and 100K faces plus a custom field. Through the Remesh API the target ranges from 100 up to 300,000 polygons.
Remesh regenerates the wireframe, not the silhouette. Face count and arrangement are optimized while the original form of your model is preserved.
Download the retopologized mesh as GLB, FBX, OBJ, USDZ, STL, BLEND, 3MF, or DXF — one pass covers game engines, DCC tools, AR, CAD, and 3D printing pipelines.
Remesh runs at 0 credits in the Meshy workspace, with an estimate of about a minute per model. No plugin, no desktop retopology software to install, no queue on your GPU.
Remesh a textured model and it comes out textured — the maps follow the new topology, quad or triangle, so you never ship a gray model. Want a different look? Retexture is one click away.
The same 3D model remeshed two ways: quad-dominant for animation and editing, lean triangles for real-time. The shape stays identical, and the texture carries over.

What image-to-3D and text-to-3D hand back: a dense, uneven surface that renders fine but fights every rig, edit and engine budget.

Quad-dominant edge flow that deforms predictably — the topology sculpting, rigging and subdivision expect. Target anything from 3K to 300K faces.

A decimated triangle mesh sized to a frame budget, ready for Unity, Unreal, Godot or the web. Same silhouette, a fraction of the faces.

The maps follow the new wireframe, so a textured model comes back textured — no rebake, no gray model, whichever topology you picked.
Remesh earns its place wherever a dense mesh — AI-generated, sculpted, or scanned — has to animate, ship, print, or run in real time as GLB or USDZ for VR, AR, and the web. Drop it in as one step, and cleanup stops being a stage of its own.




Game Development
Game Development
Game Development
3D PrintingUpload .fbx, .obj, .stl, .gltf, or .glb files (up to 100MB) straight into the workspace, or remesh any model you generated in Meshy — open it and click Remesh in the toolbar next to Texture. Download the result in 8 formats: GLB, FBX, OBJ, USDZ, STL, BLEND, 3MF, or DXF. The Remesh API accepts the same input formats for automated pipelines.
Yes — they carry over. Remesh a textured model and the result keeps its textures on the new topology, whether you choose quad or triangle output. Want a different look instead? Run Retexture on the remeshed model and Meshy repaints it in one pass.
Quad-dominant output is the default for anything that deforms or gets edited: animation, rigging, sculpting, and DCC round-trips. Triangle output produces a lean mesh that matches what game engines render natively, so it's the right choice for real-time scenes where the wireframe will never be hand-edited again.






Upload or generate a model, pick quad or triangle output, and export in 8 formats — no manual retopology needed.