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3D Module

Retopo

Retopology Tools

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Overview

Clean up high-poly meshes with automatic and manual retopology tools for game-ready assets.

Retopo transforms sculpted high-poly meshes into clean, game-ready topology. Use automatic retopology for quick results or manual quad-draw tools for precise control. Built-in LOD generation and mesh analysis ensure your assets are optimized for any platform.

Back the Project

Retopo is free to use — no backing, no subscription.

Category3D
Features8
Version0.4.0

Key Features

Auto-retopology

Quad draw tools

Edge flow guides

Polygon reduction

UV preservation

LOD generation

Mesh analysis

Game-ready export

Screenshot

aukimi Retopo - Retopology Tools

Gallery

aukimi Retopo — Screenshot 1
aukimi Retopo — Screenshot 2
aukimi Retopo — Screenshot 3

Frequently Asked Questions

What is retopology, and why do I need it?

A sculpt has millions of irregular triangles, which is right for detail and wrong for a game. Retopology rebuilds the same shape as a light, regular quad mesh that deforms cleanly when animated and loads fast in an engine.

Is the auto-retopology any good, or do I still do it by hand?

Auto-retopology gets a usable mesh quickly and is often enough for props. For a character that has to deform well, the quad draw tools and edge flow guides let you place the loops yourself where the deformation happens.

Do I lose my UVs?

UV preservation keeps the mapping where it can, and the baking tools carry detail from the high-poly sculpt onto the new mesh as normal and curvature maps.

Can it generate LODs?

Yes — LOD generation produces the reduced versions an engine swaps between with distance, from the same source mesh, so they cannot drift apart.

Which formats does it read and write?

The same as the rest of the 3D modules: OBJ, FBX and glTF/GLB. Game-ready export writes the mesh in the shape an engine expects rather than the shape a sculpting tool prefers.

How do I check the mesh is actually clean?

Mesh analysis flags the things that break later — non-manifold edges, poles in the wrong place, stretched faces — before the model reaches an animator.

Related Modules

Works Well With