# Rebuild Any Mesh into Game-Ready Geometry

> Remesh dense 3D models into game-ready geometry. Choose quad or tri output and set a target polycount to fit your engine budget. Free to start on Layer.

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A great-looking mesh isn't a game-ready mesh. Generated and sculpted models routinely arrive with polycounts far beyond any real-time budget, and topology that fights deformation, LODs, and lightmaps. Manual retopology fixes it — at the cost of some of the slowest, most painstaking hours in the entire 3D pipeline.

Layer's Remesh rebuilds a model's topology automatically. Feed it any mesh, choose quad or tri output, set a target polycount, and get back clean geometry that fits your engine budget. It's the step that turns AI generation from an impressive demo into a production pipeline — dense output in, game-ready geometry out.

## Key Capabilities

**Full Topology Rebuild**
Remesh doesn't just decimate — it reconstructs the mesh's topology from scratch, producing clean, uniform geometry that preserves the model's shape and silhouette.

**Quad or Tri Output**
Choose the primitive that fits your pipeline: quads for meshes headed to sculpting, editing, or deformation-heavy rigs, or tris for final geometry going straight into the engine.

**Target Polycount Control**
Specify the polygon budget and Remesh builds to it. Hit different targets for hero assets, standard props, and background fill from the same source model.

**Generated-Mesh Optimization**
Purpose-built for the modern workflow where AI-generated meshes arrive dense. Remesh is the bridge between what generation produces and what your engine can actually ship.

**Standard Export Formats**
Export as OBJ or GLTF and continue in Blender, Maya, or your game engine — remeshed models behave like any hand-built asset downstream.

## How It Works

**Import your mesh**
Start with any 3D model — a dense generated mesh from Image to 3D, a sculpt export, or a legacy asset that needs a topology refresh.

**Set your targets**
Pick quad or tri output and enter the polycount your budget allows. Different asset tiers can get different targets from the same source.

**Export clean geometry**
Download the rebuilt mesh as OBJ or GLTF. It's ready for texturing, rigging, and engine import — no manual retopology pass required.

## Built for Game Production

**Engine Budgets**
Every platform has a polygon budget, and mobile budgets are unforgiving. Remesh lets you hit exact counts per asset, so performance targets are met by construction rather than by late-stage triage.

**Character Pipelines**
Characters need topology that deforms cleanly. Quad output at a controlled density gives riggers and animators geometry they can actually work with — pair it with Layer's Rig & Animate to take a mesh all the way to motion.

**Prop and Item Libraries**
Batch-optimize generated props to consistent budgets so your item library performs predictably, whether a player is holding one pickup or a screen full of them.

**LOD Workflows**
Generate multiple polycount targets from one source mesh to build out level-of-detail chains without modeling each tier by hand.

Trusted by 300+ game studios and entertainment brands including Zynga, SciPlay, Huuuge Games, and Machine Zone, Layer makes the gap between generated and game-ready a single step.

## Frequently Asked Questions

### What does remeshing do?

Remeshing rebuilds a model's topology from scratch. Layer's Remesh takes any mesh — including dense AI-generated ones — and produces clean geometry at the polycount you specify.

### Can I choose between quad and triangle output?

Yes. Remesh supports both quad and tri output, so you can target quads for downstream editing and deformation or tris for final in-engine geometry.

### How do I control the polygon count?

Set a target polycount and Remesh rebuilds the model to fit it, letting you match your engine budget for each asset tier — hero, standard, or background.

### Why do AI-generated meshes need remeshing?

Generated meshes are often far denser than a real-time engine budget allows. Remesh converts that dense output into geometry your engine can render efficiently, completing the path from generation to game-ready.

### What export formats are supported?

Remeshed models export as OBJ and GLTF, ready to open in Blender, Maya, or your game engine.

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Stop hand-retopologizing dense meshes. Remesh your first model free on Layer — no credit card required.

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