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:

  1. In the panel that lists your generations, click the model.

  2. In the viewer toolbar, click Remesh. If a menu opens, select Remesh.

  3. Under Target Polycount, select Fixed to set the face count yourself, or Adaptive to let Meshy set it from the model's structure.

  4. Select a target. On a free plan, only 10K is available, and the other targets need a paid plan.

    • With Fixed, select 3K, 10K, 30K, or 100K. To set another value from 100 to 300,000, select Custom.

    • With Adaptive, select Low, Medium, High, or Ultra.

  5. 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.

  6. Click Confirm. The panel shows the time and credit cost before you start. Remesh costs no credits and takes about a minute.

  7. 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.

Meshy Remesh settings: choose a fixed or adaptive target polycount and quad or triangle topology before regenerating the mesh


Settings and tradeoffs

The following table shows how the target face count trades detail for performance and file size.

Target facesUse caseDetail lossFile size
Under 5,000Mobile AR, casual gamesNoticeableSmall
5,000 to 20,000Mobile games, web viewersMinorMedium
20,000 to 50,000PC and console gamesMinimalMedium
50,000 to 100,000High-quality rendersVery lowLarge
Over 100,000Film and cinematic workNegligibleVery large

Troubleshooting

The following table lists common problems, their causes, and how to fix them.

ProblemCauseFix
The model loses too much detailThe target face count is too lowRaise the target face count until you find the balance between quality and performance.
The mesh has holes after remeshingThe original mesh has non-manifold edgesRemesh at a higher face count, or repair the original mesh first.
Small accessories disappearThe face budget is spread unevenly across the modelRemesh complex models one part at a time.
The Remesh button is missingRemesh doesn't support Meshy T2 models or split partsRegenerate 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.

  • To retexture the remeshed model for better results, see AI Texturing.

  • To generate UVs for the remeshed model, see Unwrap UV.

  • To rig a model that has clean topology, see Rigging.