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Transform chaotic photogrammetry scans and raw generative geometry into production-ready quad or triangle meshes with custom polycounts
Upload your source asset, configure topology mode and polycount constraints, and export a clean GLB ready for rigging or real-time engines.
Streamline high-density scans and generated assets with automated retopology, precision polygon targets, and integrated texture rebaking.
Explore optimized 3D assets reconstructed across diverse polygon budgets, topology modes, and industrial material finishes.
From game studios needing strict LOD budgets to industrial designers optimizing heavy CAD exports, see how creators integrate automated remeshing.
Meshy 5 Remesh accepts 3D models in GLB, GLTF, OBJ, FBX, and STL formats, outputting a standardized production-ready GLB mesh with recalculated UVs and baked textures.
Choose triangle topology for static props, environment assets, real-time game engines, and 3D printing; choose quad topology when you need clean, uniform surface flow for subdivision modeling, rigging, or organic deformations. Because the GLB container standard stores geometry as triangles, quad outputs can be instantly restored to quads in DCC tools like Blender by running Tris to Quads (Alt+J).
You can target any polycount between 100 and 300,000 polygons. Lower targets (5,000 to 15,000 polygons) suit mobile AR and real-time background props, while higher targets (30,000 to 100,000+ polygons) preserve silhouette fidelity for hero assets.
Meshy 5 Remesh is best for converting dense photogrammetry scans, generative AI meshes, and heavy CAD exports into clean, optimized game-ready assets with baked textures. It is not intended for hero facial animation rigs requiring handcrafted anatomical edge loops around eyelids and lips, nor will it preserve pre-existing vertex skinning or rigging weights.
The origin setting lets you reposition the model coordinate anchor to either the bottom or center during processing, while the height parameter resizes the bounding box to a specified real-world meter measurement (or leaves scale untouched when set to 0). Setting the origin to bottom ensures floor-standing props immediately align to ground level in your game engine.
Transform chaotic photogrammetry scans and raw generative geometry into production-ready quad or triangle meshes with custom polycounts