A generated model arrives as half a million evenly-chopped triangles: too heavy for an engine, impossible to rig, and it tears along diagonals when you bake to it. This rebuilds the surface as an even quad mesh at a polygon count you choose, unwraps fresh UVs, carries the colour across and can bake a normal map so the detail the polygons lose comes back as pixels. It all runs on your machine — the model is never uploaded and nothing is charged.
1Drop in a GLB or glTF
Output from image-to-3D, a scan, or anything else with more triangles than you can use. The mesh is welded by position first, which is what makes a UV-seamed model tractable at all.
2Pick quads or a straight decimation
Quad retopology rebuilds the surface with edge flow — that is the one that deforms, subdivides and bakes properly. Triangle decimation just removes polygons, which is enough for props and set dressing.
3Set the target and the options
A character wants 5k quads or more; below 3k a joint has too few edge rings to skin. Layout optimisation solves the quad placement exactly instead of rounding it, evening out passes make the cells uniform, adaptive density spends faces where the curvature is.
4Take the colour and the detail with you
The base colour is transferred onto the new UVs as soon as the remesh lands. Bake a normal map on top when you want the high-poly surface back, then download the GLB — or the OBJ if you are taking the quads into a DCC app.
| Input | GLB or glTF, any source — generated, scanned or hand-made |
|---|---|
| Output | Quad GLB (or OBJ), plus a baked colour atlas and an optional normal map |
| Runs | Entirely in your browser — QuadriFlow and meshoptimizer compiled to WebAssembly |
| Credit cost | Free. There is no server call to pay for |
| Controls | Target count, sharp edges, adaptive density, layout optimisation, evening-out passes, UV atlas size, normal bake with a cage |
| Best for | Image-to-3D output on its way to a rig, scan data, and any mesh whose triangle count is unusable as-is |
The quads are isotropic: they follow curvature, not anatomy, so you do not get the hand-authored loops that ring a shoulder or an eyelid. Density substitutes for that up to a point — enough rings around a joint will bend — but a production character still wants a human pass. The input is decimated before the field is solved, so detail finer than that budget is gone before the remesher sees it. UV unwrapping can fail on badly degenerate input; the quads survive, the atlas does not, and you can unwrap elsewhere. And it is a browser tab: very large meshes are bounded by the memory the tab can get.
No. Every step — welding, decimation, quad remeshing, UV unwrap, baking — runs locally in your browser. Nothing is uploaded and nothing is billed.
The new mesh has its own UVs, so the original texture cannot line up with it — the colour is transferred onto the new UVs automatically as soon as the remesh finishes. Normals are a separate bake, on a button, because they take longer.
Yes, if the density is there. 5k quads or more for a character; below 3k a joint has one or two edge rings and an elbow collapses when it bends.
Quads for anything that deforms, subdivides or gets a normal bake. Decimation for props and background objects, where all you want is fewer polygons.
Half a million triangles is routine. The input is decimated to a budget before the quad solver runs — higher on a machine with more cores — and the pipeline retries at a lower budget rather than failing if memory runs short.