Remesh
Rebuild a model's mesh with a target polycount and cleaner topology to make an AI-generated model ready for production.
AI-generated models often have too many triangles and irregular topology. Remesh a model when its face count is too high for your platform, such as over 50,000 faces for a game or over 10,000 for mobile. Remesh also gives cleaner topology for Unwrap UV and Rigging. Skip it when the model already has a good face count and topology. While you explore concepts, remesh only the final model.
Remesh a model
To remesh a model, follow these steps:
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In the panel that lists your generations, click the model.
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In the viewer toolbar, click Remesh. If a menu opens, select Remesh.
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Under Target Polycount, select Fixed to set the face count yourself, or Adaptive to let Meshy set it from the model's structure.
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Select a target. On a free plan, only 10K is available, and the other targets need a paid plan.
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With Fixed, select 3K, 10K, 30K, or 100K. To set another value from 100 to 300,000, select Custom.
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With Adaptive, select Low, Medium, High, or Ultra.
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Under Topology, select Quad or Triangle. Quad gives evenly spaced faces that are easier to edit, with less detail at a given face count. Triangle keeps more detail at a given face count and suits game engines, but it's harder to edit.
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Click Confirm. The panel shows the time and credit cost before you start. Remesh costs no credits and takes about a minute.
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When Meshy finishes, compare the remeshed model with the original to check that the details you need are kept.
Meshy saves the remeshed model as a separate model in your generations and keeps the original.

Settings and tradeoffs
The following table shows how the target face count trades detail for performance and file size.
| Target faces | Use case | Detail loss | File size |
|---|---|---|---|
| Under 5,000 | Mobile AR, casual games | Noticeable | Small |
| 5,000 to 20,000 | Mobile games, web viewers | Minor | Medium |
| 20,000 to 50,000 | PC and console games | Minimal | Medium |
| 50,000 to 100,000 | High-quality renders | Very low | Large |
| Over 100,000 | Film and cinematic work | Negligible | Very large |
Troubleshooting
The following table lists common problems, their causes, and how to fix them.
| Problem | Cause | Fix |
|---|---|---|
| The model loses too much detail | The target face count is too low | Raise the target face count until you find the balance between quality and performance. |
| The mesh has holes after remeshing | The original mesh has non-manifold edges | Remesh at a higher face count, or repair the original mesh first. |
| Small accessories disappear | The face budget is spread unevenly across the model | Remesh complex models one part at a time. |
| The Remesh button is missing | Remesh doesn't support Meshy T2 models or split parts | Regenerate a Meshy T2 model at the face count you need. Remesh other models before you split them. |
FAQ
- What does Remesh do in Meshy?
- Remesh rebuilds a model's topology and sets its face count, so an AI-generated mesh is ready for production.
- How many polygons should a game model have?
- Aim for under about 50,000 faces for PC games and under about 10,000 for mobile games. Set the target in Target Polycount in the Remesh panel.
- Do I need to Remesh before 3D printing?
- No. To make a mesh watertight for 3D printing, click Make Printable in the Printability card in the viewer. Remesh changes the face count and topology.
- Will Remesh reduce my model's detail?
- A lower target trades some detail for performance. Compare the original and remeshed models, and raise the target if you need more detail.
- When should I Remesh in my workflow?
- Remesh the final model before UV unwrapping, texturing, or rigging. Skip it while you explore concepts.
Next steps
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To retexture the remeshed model for better results, see AI Texturing.
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To generate UVs for the remeshed model, see Unwrap UV.
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To rig a model that has clean topology, see Rigging.