UModeler X MCPリリース — AIエージェントでモデリング
UModeler X

Remesh

Translation in progress — showing the English version.

Step by step

  1. Open the Remesh workspace.
  2. Select a Remesh engine (e.g., PB Remesh, 30 cr).
  3. Choose your source model from the selected right side list (e.g., Sci‑Fi Goggles).
  4. Set the Topology type to either Triangle or Quad (Triangle is selected in the example).
  5. Pick a Target Polycount preset (e.g., 10K) or click the pencil icon to enter a custom value.
  6. Review your choices, then click Generate to start the remesh process.
  7. Inspect the new mesh in the viewer and decide whether to keep it, lower/raise the polycount, or try a different engine.

Understanding Your Results

Remesh tool controls how your mesh will be rebuilt:

  • Remesh engine
    • Choose between PB Remesh, Meshy Remesh, or Tripo Remesh.
    • Each engine may handle detail and smoothing slightly differently.
  • Source model
    • Shows the currently selected model (e.g., Female Sci‑Fi Character T‑P…).
    • You can click another model to change the source.
  • Topology
    • Triangle : ideal for real‑time engines that consume triangle meshes.
    • Quad : better when you plan to sculpt, subdivide, or further edit the mesh.
  • Target Polycount
    • Presets like 3K, 10K, etc.
    • A manual input option (pencil icon) for custom polycounts.

These settings define how dense, clean, and engine‑friendly your final mesh will be, making Remesh a key step before texturing, rigging, or exporting to Unity.

Remesh | UModeler X Manual