Cleaning up a generated model in Blender

The specific steps that take a reconstructed mesh from imported to usable, in the tool most people will use to do it.

Blender is where most generated meshes get finished, because it is free, imports everything, and has the tools the cleanup needs.

Import and orient

Import the GLB. Check scale against a reference — add a 1.8m cube and compare. Apply rotation and scale (Object → Apply → All Transforms) before doing anything else; a mesh with an unapplied scale behaves unpredictably in modifiers and export.

Inspect before editing

Turn on statistics in the viewport overlay and look at the triangle count. Switch to wireframe and look at the topology. Enable face orientation overlay to find flipped normals — reconstructed meshes often have some.

The common repairs

  • Flipped normals. Select all in edit mode, Shift+N to recalculate outside.
  • Loose geometry. Select all, Mesh → Clean Up → Delete Loose. Reconstruction leaves stray vertices and tiny floating fragments.
  • Doubled vertices. Merge by Distance with a small threshold. Do not go large; you will collapse real detail.
  • Interior faces. Select interior faces and delete. They cost geometry and confuse baking.
  • Non-manifold edges. Select → All by Trait → Non Manifold shows them. Essential if the model is heading for 3D printing.

Reducing density

  • Decimate modifier for quick reduction where topology does not matter. Collapse mode preserves shape best.
  • Remesh modifier for a uniform grid, useful as a base for sculpting.
  • Quad Remesher or similar for proper retopology with edge flow, if you have it.

Decimate is fast and produces triangle soup. That is fine for a static background prop and wrong for anything that deforms.

Shading

Reconstructed meshes often import with everything smooth-shaded, which rounds off hard edges. Shade Auto Smooth with an angle threshold, or mark sharp edges manually, to restore the distinction between a chamfer and a curve.

Export

Set the export format's units, apply modifiers, and check the axis convention against your target engine. Blender is Z-up; most engines are not, and the exporters handle it if you let them.