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:
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If the face count is too high or the topology is messy, use Remesh.
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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.
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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.
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If you plan to hand-paint the textures, use Unwrap UV.
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If a character needs animation, remesh it first for clean topology, then rig it with Rigging, and then animate it.
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If none of these apply, the model is ready to export.
When a model needs several of these tools, use them in this order:
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Remesh
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Unwrap UV
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AI Texturing
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Rigging
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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.
Next steps
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To lower the face count or clean up the topology, see Remesh.
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To regenerate textures or add PBR maps, see AI Texturing.
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To prepare a character for animation, see Rigging.