Rig Bake

Quad remesh

Rebuild any mesh as clean quads with real edge flow, in your browser — with the UVs and textures rebuilt onto the new surface too. Reads GLB, GLTF, FBX, OBJ, DAE, STL, PLY, VOX and VRM, with no file size limit.

More than one file?

Batch processing runs this exact tool over a whole folder and hands back one zip — no file limit, still nothing uploaded.

What a quad remesh is — and why decimation is not one

Reducing polygons keeps your original topology and removes triangles from it. A quad remesh throws the topology away and rebuilds the surface as quadrilaterals whose edges follow the shape — the loops around a wrist, the rings along a limb. That structure is what subdivision, sculpting and clean joint deformation want, and no amount of decimation produces it.

It runs in your own tab, and it is the operation a desktop auto-retopology pass performs: an even quad field laid over the shape, ready to subdivide, sculpt on or deform at a joint.

The half every desktop tool leaves out

Every auto-retopology tool shares one dirty secret: rebuilding the topology destroys the UVs, which orphans every texture the model owns. The desktop workflow is remesh → unwrap by hand → re-bake the maps in a second program. That is most of the actual labour, and none of the marketing.

This page does that half automatically. The new surface is unwrapped into a clean atlas and every texture map — base colour, normal, roughness, metalness, emissive — is re-baked onto it, with normal maps re-encoded so they still shade correctly. The model comes out with new topology and its own textures, not naked geometry.

Skin weights survive too, so a rigged model comes out rigged.

What to expect from the output

GLB stores triangles, so each quad ships as two — with consistent diagonals. In Blender, Face → Tris to Quads restores the quad flow in one step.

The quad count is a target rather than a promise — expect a result in the neighbourhood of the number you asked for rather than exactly on it. Very dense input is handled for you: a 5,000-quad target does not need 385,000 triangles of input to reach it.

And the honest caveat that applies to every auto-retopo tool, this one included: no automatic remesher places deformation loops the way a character artist does. For a hero animated character, this is the first pass, not the last.

What quad count to ask for

Most people arrive with a mesh rather than a number, so here is what the slider has to land on. A small prop that never fills the screen: 1,000–3,000 quads. A prop the player handles: 3,000–8,000. A stylised character: 8,000–15,000. A character you intend to subdivide or sculpt on afterwards: 5,000–10,000 — deliberately low, because subdivision multiplies whatever you give it by four per level and a dense base cage is the one mistake that cannot be undone later.

Note that these are lower than the triangle budgets you may be used to quoting, and not only because a quad is two triangles. A remeshed surface spends its polygons on structure rather than noise, so it describes the same shape with fewer of them. A 5,000-quad remesh of a 300,000-triangle generated model routinely reads as the same object.

When in doubt, ask for less. Adding density back by subdividing a clean quad mesh is one operation. Recovering edge flow from a mesh that was remeshed too dense is not — you would remesh again from the original.

When the result disappoints, it is usually the input

A quad remesh wants a closed, connected surface to work from. The further your mesh is from that, the more the output drifts from what you pictured. Three inputs cause nearly all of the bad results.

Open or shell-like meshes — a cape, a leaf, a plane, anything with no thickness. There is no way to tell what the surface is meant to be on both sides of a boundary with nothing behind it, and the quads near that boundary wander. Give thin objects some thickness first if you can.

Many disconnected parts in one mesh — a character holding a sword modelled as a single mesh means one quad budget shared across two objects that want different densities. Split them, remesh separately, recombine.

Thin features that fall below the quad size — fingers, chain links, antennae, straps. If a feature is narrower than the edge length your target implies, it gets absorbed. That is not a bug; it is the target you asked for. Raise the count, or model those parts separately.

How to use it

  1. Drop your .glb, .gltf or .fbx into the box above.
  2. Pick a target quad count — 3,000–8,000 suits most props.
  3. Leave re-bake on so the result keeps its textures on a fresh atlas.
  4. Press Remesh to quads. It runs in this tab; dense models take a minute or two.
  5. Download the GLB. In Blender, Tris to Quads restores the quad flow.

Questions

Is this the same as QuadRemesher / ZRemesher?

Same category. Those are commercial desktop plugins, and good ones; if you own one and live in a DCC, use it. If you want quads in one click without installing anything — and want the UVs and the textures rebuilt along with them, which desktop retopo tools leave to you — that is this page.

Why did my file come back as triangles?

GLB has no quad primitive — every engine and viewer reads triangles. The quads are triangulated with consistent diagonals, and Blender’s Face → Tris to Quads reconstructs them in one step.

Does it keep my textures?

Yes, when re-bake is on: the new surface is unwrapped and every map is re-baked onto the new layout. With re-bake off the texture maps are removed — a remesh invalidates the old UVs, and shipping maps that no longer apply would render as garbage.

Is my model uploaded?

No. The remesh runs inside this tab. It is the same privacy story as every tool here: the file never leaves your machine.

How do I turn a triangulated or AI-generated mesh into quads?

Automatic retopology is the only practical route, and that is what this page runs. A generated mesh has no edge flow to recover — the triangles were placed by a marching-cubes-style surface extraction, not by anyone thinking about deformation — so there is nothing to convert. The surface has to be rebuilt from scratch as a quad field, which is what this page does. Drop the file, pick a quad count, download. Blender’s Face → Tris to Quads is a different operation entirely: it merges adjacent triangle pairs where they happen to be coplanar, which tidies a mesh that was already quads before it was triangulated, and does nothing useful to a generated one.

Is quad remeshing the same as reducing the polygon count?

No, and picking the wrong one wastes your time. Decimation keeps your topology and deletes triangles from it — fast, preserves your UVs, and the result is still an unstructured triangle soup. Remeshing throws the topology away and builds a new surface with real edge loops, which costs a re-unwrap and a texture re-bake. If you want the model to render cheaper, you want polygon reduction. If you want to sculpt on it, subdivide it, or deform it cleanly at a joint, you want this page.

Does it keep the rig?

Yes. The skin weights are carried onto the new surface, so a rigged character comes out rigged and animates immediately. Be aware of what that means at a joint, though: a remesh keeps none of the original vertices, so the weights it lands on are an approximation of the ones an artist painted. For a background character it is fine. For a hero character, treat the result as a base to repaint weights on.

Why does my remeshed model look softer than the original?

Because a quad field at a few thousand quads cannot hold detail that took hundreds of thousands of triangles to describe, and the sharp creases go first — nothing here knows which edges you consider features. If the softness is in the shape, raise the quad count. If it is in the surface detail, that detail belongs in a normal map rather than in geometry, and the re-bake keeps whatever the original model already had.

Can I remesh a model made of several separate objects?

You can, and the result is usually worse than remeshing them individually. The target count is spread across the whole input, so a large body and a small prop share a budget and both end up at the wrong density — and any two parts that intersect get resolved as one surface. Export the pieces separately, remesh each with its own target, then recombine.

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