Choose a post-processing step

Decide when to use Remesh, AI Texturing, Unwrap UV, or Rigging on a generated model, and in which order, so the asset is clean and ready to export.


Decide what your model needs

After you generate a model, check what it needs:

  • If the face count is too high or the topology is messy, use Remesh.

  • If you plan to 3D print the model, click Make Printable in the Printability card in the viewer to make the mesh watertight. For more information, see 3D printing workflow.

  • If the texture quality isn't good enough, you want a different style, or you need PBR maps, use AI Texturing. If seams are still visible after texturing, use Unwrap UV, and then run AI Texturing again.

  • If you plan to hand-paint the textures, use Unwrap UV.

  • If a character needs animation, remesh it first for clean topology, then rig it with Rigging, and then animate it.

  • If none of these apply, the model is ready to export.

When a model needs several of these tools, use them in this order:

  1. Remesh

  2. Unwrap UV

  3. AI Texturing

  4. Rigging

  5. Animate

After the last step, export the model.


FAQ

When should I remesh a model?
Remesh when the face count is too high or the topology is messy. To make a mesh watertight for 3D printing, click Make Printable in the Printability card in the viewer instead.
When should I retexture a model with AI Texturing?
Use AI Texturing when the texture quality isn't good enough, you want a different style, or you need a full set of PBR maps.
When do I need Unwrap UV?
Use Unwrap UV when textures show visible seams or you plan to hand-paint textures in a DCC tool.
When should I rig a model?
Rig a character when you want to animate it. Remesh it first to clean up the topology.
What's the right order for post-processing?
Remesh first, then use Unwrap UV, AI Texturing, Rigging, and Animate. Export the model last.

  • To lower the face count or clean up the topology, see Remesh.

  • To regenerate textures or add PBR maps, see AI Texturing.

  • To prepare a character for animation, see Rigging.