Same shape. Geometry you can actually use.

Retopology

Reconstruction produces dense, irregular triangles. Retopology keeps the silhouette and rebuilds the mesh at a density you choose, in quads or triangles.

What it does

Your polygon budget, not the algorithm’s

Low, medium or high detail. Reconstruction density is a by-product; this is a decision.

Quads or triangles

Quads for anything that will be subdivided, sculpted further or deformed by a skeleton. Triangles for anything going straight into an engine.

Even distribution

Geometry that follows the surface rather than clustering wherever the reconstruction found it convenient.

The prerequisite for everything else

Rigging, subdivision and proper texturing all need topology this produces. It is the first step for a reason.

How it works

  1. Pick a level of detailLow for background props and mobile targets, medium for anything the player approaches, high for characters that deform or surfaces with fine detail worth keeping.
  2. Pick a polygon typeAsked before the job runs, because a rebuild at the wrong detail is a wasted charge rather than a setting to correct.
  3. Run itThe result is a new library model, so the original stays where it was.
  4. Unwrap nextA new mesh has no relationship to the old UV layout, so unwrapping follows retopology rather than preceding it.

What people use it for

  • Any generated model heading into a game engine
  • Characters that need edge loops around their joints before rigging
  • Reducing a reconstruction to a mobile or VR polygon budget
  • Producing a clean base for further sculpting
  • Cleaning up a mesh you brought yourself

What it cannot do

  • It does not add detail. Rebuilding at high density gives you a dense mesh of a low-detail shape
  • It does not preserve UVs — the mesh is new, so the layout is new
  • Silhouette-critical geometry can be lost if you choose too low a level

The details

Detail levels
Low, medium, high
Polygon types
Triangles or quadrilaterals
Input
Any generated or uploaded model
Chain
GLB converted to FBX automatically where needed