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AI retopology for game assets

A 3D generator hands you a dense, uneven mesh. Retopology rebuilds it into something an engine can render at frame rate. On Atlas that happens inside the workflow rather than in a separate tool: the mesh comes back decimated to a triangle budget you set, UVs unwrapped, PBR maps baked on, exported as GLB. Where the workflow builds LOD tiers, you get those too.

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Last checked 14 September 2026

What is AI retopology?

Retopology rebuilds a mesh’s polygon layout while the shape stays put. By hand that means drawing edge loops, and on a detailed asset it is an afternoon. AI retopology hands the job to remesh and decimation models instead.

On Atlas it is one node in a graph and runs in seconds: 30 to 60 on the AI 3D asset pipeline workflow, 15 to 30 for remeshing and UV unwrapping on the 2D to 3D game asset workflow.

A red dragon before and after retopology: the high-poly reconstruction on the left with a wireframe so dense it reads as solid white, the retopologized mesh on the right with its triangles clearly visible, textured views above and wireframes below
The same dragon before and after the stage: the raw reconstruction on the left, the mesh retopologized to a real-time budget on the right. The surface reads the same; the wireframe shows the difference.

Why do generated meshes need retopology before engine import?

Reconstruction models output dense, uneven triangles, usually well past what a real-time scene can afford. Fewer polygons render faster, and engines put hard ceilings on top of that. Roblox rejects individual meshes above 20,000 triangles. Unreal’s mobile guidelines keep a whole scene at or under 500k triangles per view.

Skip the stage and you have a mesh that looks right in a viewer and falls over at import: too heavy for the frame budget, with no UV layout worth texturing against.

Sources: Unity Manual, Modeling characters for optimal performance, Roblox modeling specifications and Unreal Engine performance guidelines for mobile, all read 14 September 2026.

How does retopology run inside an Atlas workflow?

The graph wires an Optimize Mesh node between reconstruction and export to retopologize the high-poly mesh to a target polygon count and unwrap UVs in the same run, with an optional Bake High Poly to Low Poly node downstream whenever surface detail needs to be baked down into base color, roughness, metallic, and normal maps.

The budget is a node setting, not something you ask for in a prompt, so the next run returns the same mesh. Once the graph works, publish it as a versioned API.

The dragon workflow on the Atlas canvas, left to right: Input Text, Text to Image, Image to 3D on Tripo3D v3.1 at 100,000 faces, Optimize Mesh on Meshy Remesh with a 15,000-face target, Bake High Poly to Low Poly, and (Re)texture Mesh
The graph behind the dragon: reconstruction at 100,000 faces, Optimize Mesh down to a 15,000-face target, Bake High Poly to Low Poly carrying the detail across as base color, roughness, metallic and normal maps, then an optional retexture.
The retopologized dragon twice: in its original red texture on the left, and retextured as a blue frost dragon on the right
A (Re)texture Mesh node at the end of the graph gives the retopologized mesh a new look from a text prompt: the same dragon, retextured from red to frost.

Four live workflows show the stage in place:

The remesh and decimate nodes these graphs use sit in the processing section of the model library, Atlas Remesh and Simple Decimate among them. A workflow can also start from a mesh you already have.

Quad or triangle output: which one, and when?

Triangles are what the engine renders, so a static prop decimated to budget as triangles is the short route. Quads earn their keep when the mesh has a life after export. Rigs deform more predictably along quad edge loops, and anyone adding a polish pass wants quads to subdivide. The model library carries both kinds of node: low-poly triangle generators and remesh nodes alongside quad-output ones. Decide by what happens to the mesh after it leaves, then set the budget on the node either way.

What triangle budgets should you set per platform?

Budget for the platform the asset ships on, not for the most the generator can produce. The Atlas workflow catalog works to three targets: around 5k triangles with 1K textures on mobile, around 20k with 2K on console, around 50k with 2K on PC. Those are starting points for a prototyping pipeline. A hero asset, or a title with its own performance spec, gets its own number. Engine limits sit on top, like Roblox’s 20,000-triangle cap per mesh.

Platform
Typical triangle target
Texture size
Documented LOD example
Mobile
around 5k tris
1K
5k / 3k / 1k triangles (GLB asset pipeline)
Console
around 20k tris
2K
20,000 / 7,500 / 2,500 faces (UEFN kit)
PC
around 50k tris
2K
Generated where the workflow builds them; no published PC tier yet

Targets and LOD tiers come from the Atlas workflow catalog. The LOD examples are grouped by the size of their top tier, not by engine. For the stage in its full pipeline context, see the AI 3D asset pipeline guide.

What comes out: GLB, UVs, PBR, LODs

GLB with the PBR materials embedded, or FBX where the target platform expects it, as on the UEFN kit. Maps are base color, roughness, metallic and normal, plus height and ambient occlusion where the workflow bakes them. UVs are unwrapped during the run. LOD tiers come out where the workflow builds them, and character workflows add a humanoid skeleton with skinning weights and basic animation clips to the same GLB. The file drops into Unity, Unreal Engine 5, Godot, Roblox Studio, UEFN and WebGL frameworks, and opens in Blender, Maya, 3ds Max and Cinema 4D.

Atlas empowers me as an artist to prototype game environments from idea to playable level without switching between different platforms…
Hanny Lu, Principal Artist, Directive Games

Common questions

Can I set the triangle budget myself?
Yes. It is a setting on the optimization node: mobile, console or PC on the prompt-to-in-game workflow, or your own number through the mesh settings on the GLB pipeline. Change it, re-run, and the rest of the graph stays as it was.
Does retopology keep the textures?
Yes. Detail bakes down from the high-poly to the low-poly mesh as base color, roughness, metallic and normal maps, with UVs unwrapped in the same run. The optimized mesh leaves with its materials embedded in the GLB.
Can Atlas retopologize a mesh I already have?
A workflow can start from an existing mesh instead of a prompt or an image, and the model library holds remesh and decimate nodes as separate processing steps. Open a workflow, swap your mesh in for the input, keep the optimization node.
How long does the retopology stage take?
Seconds. The live workflows list 30 to 60 seconds on the AI 3D asset pipeline, 15 to 30 for remeshing and UV unwrapping on the 2D to 3D game asset workflow, and 15 to 45 for decimation, transform and LOD tiers on the GLB asset pipeline.
Will the same workflow give the same mesh next time?
Yes. A workflow is a graph with fixed settings, so the same inputs return the same result. Re-run a later step with unchanged upstream inputs and it loads from cache. Once a graph works, publish it as a versioned API your own tools call.
Is the retopologized output production-final?
Atlas is built for prototyping, art-direction iteration and player-driven content, where good enough fast beats perfect slow. Assets from Atlas have shipped in games; nothing here claims to skip a polish pass. A hero asset still gets an artist pass.
What does it cost to run?
Credits come from one pooled studio budget rather than a per-seat licence, so the whole team can run them. Plans and allowances are on the pricing page.

Put retopology into the pipeline

One graph from prompt to engine-ready GLB, retopologized to your budget. Open a workflow, run it, rewire the nodes.

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