After generation, run Retopology to reduce polygon count for real-time use, or Retexture to replace the generated texture with something new-all without re-generating the base mesh.
Retopology
Provider
Tripo P-v2.0 or Meshy Remesh. Both reduce polygon count; Tripo tends to preserve more surface detail, Meshy is faster for aggressive decimation.
Target polygon count
Set the target face count-up to 300k for Meshy Remesh, up to 50k for Tripo. Drag the slider or type a value.
Topology
Quad or Triangle output. Quad mesh is preferable for subdivision, animation, and further sculpting. Triangle is more compatible with game engines and real-time renderers.
Decimation mode
Ultra, High, Medium, or Low aggressiveness-controls how much the remesher simplifies the surface in areas of lower detail. Smart Low Poly mode builds a clean, game-ready cage.
Retexture
Text prompt
Describe the new surface finish, material, or colour scheme you want applied to the model. The geometry is kept intact; only the texture maps are replaced.
Image reference
Upload an image to guide the retexture-a material swatch, a photograph, or a rendered reference.
Remove lighting
Strips baked lighting and shadows from the texture, producing a clean albedo that looks correct under real-time lighting rather than appearing pre-lit.
PBR
Generates a full physically-based texture set (albedo, normal, roughness, metallic) instead of a single diffuse map.
HD textures
Produces higher-resolution texture maps. Increases generation time but improves detail at close range.