Retopology is the process of simplifying the topology of a mesh to make it cleaner and easier to work with. Retopology is need for mangled topology resulting from sculpting or generated topology, for example from a 3D scan. Meshes often need to be retopologized if the mesh is going to be deformed in some way. Deformations can include rigging or physics simulations such as cloth or soft body. Retopology can be done by hand by manipulating geometry in Edit Mode or through automated methods.

Using the Poly Build Tool

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Object Mode, Sculpt Mode


Properties ‣ Object Data ‣ Remesh

Remeshing is a technique that automatically rebuilds the geometry with a more uniform topology. Remeshing can either add or remove the amount of topology depending on a defined resolution. This technique is especially useful for sculpting, to generate better topology after blocking out the initial shape.



  • Remeshing only works on the original mesh data and ignores generated geometry from modifiers, shape keys, rigging, etc.

  • Remeshing will not work with the Multiresolution Modifier.

Siehe auch

Remesh modifier


The Voxel Remesher uses an OpenVDB to generate a new manifold mesh from the current geometry. It produces a mesh with perfectly even distributed topology and it does not have any performance penalty once the new mesh is calculated. This makes the voxel remesher great for sculpting has it is possible to sculpt at a much higher level of detail than using other features like dyntopo which often adds more performance overhead.

Voxel Size

The resolution or the amount of detail the remeshed mesh will have. The value is used to define the size, in object space, of the Voxel. These voxels are assembled around the mesh and are used to determine the new geometry. For example a value of 0.5 m will create topological patches that are about 0.5 m (assuming Preserve Volume is enabled). Lower values preserve finer details but will result in a mesh with a much more dense topology.


Reduces the final face count by simplifying geometry where detail is not needed. This introduce triangulation to faces that do not need as much detail. Note, an Adaptivity value greater than zero disables Fix Poles.

Fix Poles

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Smooth Normals

Applies the Smooth Normals operator to the resulting mesh.

Preserve Volume

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Preserve Paint Mask

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Voxel Remesh

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The Quad remesh uses the Quadriflow algorithm to create a quad based mesh with few poles and edge loops following the curvature of the surface. This method is relatively slow but generates higher quality for final topology.


Performing Quadriflow Remesh will lose all mesh object data layers associated with the original mesh.

Quadriflow Remesh

Opens a popup window used to set parameters for the remesh operation.

Use Paint Symmetry

Generates a symmetrical mesh using the paint symmetry options.

Preserve Sharp

Tells the algorithm to try to preserve sharp features of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.

Preserve Mesh Boundary

Tells the algorithm to try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.

Use Mesh Curvature

Take the mesh curvature into account when remeshing.

Preserve Paint Mask

Reprojects the paint mask onto the new mesh.

Smooth Normals

Applies the Smooth Normals operator to the resulting mesh.


How to specify the amount of detail for the new mesh.


Specify target number of faces relative to the current mesh.

Edge Length

Input target edge length in the new mesh.


Input target number of faces in the new mesh.


Random seed to use with the solver; different seeds will cause the remesher to come up with different quad layouts on the mesh