Once you have a 3D model, you can refine it in two ways — Remesh rebuilds its polygons, and Retexture gives it a fresh surface. Each is its own tool in the left tool bar (Remesh and Texture), sitting next to the UV tool for re-laying UVs.
Pick the model to refine
When you open a tool, a Source Model card sits at the top of the panel.
- Click a model in the library on the right to make it the source.
- Or click the card to open Select 3D Model, then pick from Your Models (everything) or Collections (by folder).
Generated models, remesh/texture/UV results, and models you uploaded can all be used as sources. On mobile, long-press a thumbnail in the library strip and choose Remesh or Texture.
Remesh — rebuild the polygons
Remesh rebuilds the model's mesh to lower the polygon count or tidy its topology. It's useful for producing a lightweight mesh for real-time games.
- Choose Remesh in the left tool bar and set the model you want to refine as the source.
- Pick an engine:
- PB Remesh (available on Free) — the fastest, most affordable in-house engine. Triangle uses QEM reduction; quad uses Auto Remesher for clean four-sided faces that follow the surface's curves.
- Meshy Remesh — Meshy AI retopology. Cost-efficient, with both triangle and quad.
- Tripo Remesh — Tripo AI retopology. Premium-quality high-poly to low-poly, with both triangle and quad.
- Choose the Topology (Triangle / Quad).
- Set the Target Polycount — press a preset such as 3K or 10K, or open the slider with Custom to enter your own value.
- Press Generate.
- Tripo and Meshy results, and PB Remesh triangle results, keep the source textures (PB Remesh scales 8K textures down to 4K).
- PB Remesh quad results re-bake only the base color (Albedo) texture onto the new mesh at 1K, and also produce an FBX that keeps its quads. If you need high-resolution or PBR textures, retexture after remeshing.
- PB Remesh results get (Remeshed) added to their name.
Retexture — give it a fresh surface
The Texture tool keeps a model's shape unchanged and generates a new surface texture. It's great for trying several looks on the same mesh.
- Choose Texture in the left tool bar and set the model you want to refine as the source.
- Pick an engine:
- Tripo Texture (available on Free) — Tripo-powered texture, balanced cost and quality.
- Meshy Texture — Meshy AI retexture, with PBR maps.
- PB Palette (available on Free) — instead of painting something new, it recolors the existing texture with a palette you choose. See Styling with PB Palette.
- Choose an input mode:
- Image Input (default) — steer the texture with one reference image. Turn on the Multi-view switch under the image and add all of Left · Back · Right for a texture that stays consistent from every side (supported by Tripo Texture and Meshy Texture).
- Text Input — describe the surface you want (e.g. "rusted metal with scratches"). Up to 1,500 characters, or 800 with Meshy Texture.
- Choose the Texture Resolution (Standard | 4K | 8K). Meshy's 8K applies to the color map; its PBR maps stay 4K.
- Press Generate.
From a generated image's More actions menu (⋯), Image to Texture drops that image straight into the Texture tool. A 4-View set can go in all at once with Send to Multi-view 3D → 3D Texture (it opens with Tripo Texture).
Next steps
Tidy the UVs of a refined model with UV Unwrap, send it to Animation, or download it via Export. The asset info panel's step trail shows the whole chain — original → remesh → texture — at a glance (The 3D Viewer & Asset Info).