AI retopology: same shape, geometry you can actually use
Automatic retopology for generated and uploaded meshes. Reconstruction produces dense, irregular triangles; retopology keeps the silhouette and rebuilds the mesh — at a detail level you pick, or at an exact polygon count you name.
What it does
Two engines, two ways to ask
Zetta N1 rebuilds at low, medium or high detail. Zetta R1 rebuilds to an exact face count — 8,000 means 8,000, which is what a polygon budget means when somebody hands you one.
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
- Choose an engineA named number, or a band. If a client or an engine gave you a budget, you want the number.
- Set the targetBoth the count and the polygon type are asked before the job runs, because a rebuild at the wrong setting is a wasted charge rather than something to correct afterwards.
- Run itThe result is a new library model, so the original stays where it was.
- Texture nextA rebuilt mesh carries a fresh layout, so texturing follows retopology rather than preceding it.
What people use it for
- Any generated model heading into a game engine
- Hitting a polygon budget somebody actually specified
- Characters that need edge loops around their joints before rigging
- Reducing a reconstruction to a mobile or VR budget
- Cleaning up a mesh you brought yourself
What it cannot do
- It does not add detail. Rebuilding at a high count gives you a dense mesh of a low-detail shape
- It does not preserve UVs — the mesh is new, so the layout is new
- On the exact-count engine the quad ceiling is half the triangle one, so a figure that is legal as triangles can be refused as quads
- Silhouette-critical geometry can be lost if you aim too low
The details
- Engines
- Zetta N1 (detail bands) and Zetta R1 (exact count)
- Detail bands
- Low, medium, high
- Exact counts
- 500–20,000 triangles, 500–10,000 quads
- Polygon types
- Triangles or quadrilaterals
- Input
- Any generated or uploaded model
Common questions
What is retopology?
Rebuilding a mesh’s polygons over the same shape: fewer, evenly spread faces laid out so the model can be textured, rigged, subdivided and run in an engine. Generated and scanned meshes need it because reconstruction produces dense, irregular triangles that follow nothing in particular.
Retopology, explainedCan it retopologise to quads?
Yes — quads or triangles. On the exact-count engine the quad ceiling is half the triangle one: up to 10,000 quads against 20,000 triangles. Quad output depends on your plan.
See pricingCan I retopologise a model I made somewhere else?
Yes. Upload it as a GLB and it becomes an ordinary library model, retopologised exactly like a generated one. Retopology is one of the finishing tools, on paid plans.
Bring your own modelLast reviewed