Remesh & Retexture

Rebuild a finished 3D model's polygons (Remesh), or give it a fresh surface while keeping its shape (Retexture). Covers engines, topology, target polycount, and texture resolution.

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.

  1. Choose Remesh in the left tool bar and set the model you want to refine as the source.
  2. 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.
  3. Choose the Topology (Triangle / Quad).
  4. Set the Target Polycount — press a preset such as 3K or 10K, or open the slider with Custom to enter your own value.
  5. 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.

  1. Choose Texture in the left tool bar and set the model you want to refine as the source.
  2. 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.
  3. 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.
  4. Choose the Texture Resolution (Standard | 4K | 8K). Meshy's 8K applies to the color map; its PBR maps stay 4K.
  5. 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).