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Tutorial: clean up assets from other AI tools

One-shot 3D generators are fast, but their meshes are often too dense, with messy topology and broken UVs. In this tutorial, 3D-Agent turns a generated character into a game-ready model. Every image on this page is a real result of these prompts in 3D-Agent.

The model here is a dragon warrior made by an image-to-3D generator. First, connect 3D-Agent to Blender and have the model you want to fix.

  1. Import the model and save

    In Blender, import the model with File → Import, for example as GLB or FBX. Save the file so checkpoints track every change.

  2. Ask for a diagnosis first

    Look at the selected model and list its problems: triangle count, non-manifold geometry, loose parts, UVs and materials. Don’t change anything yet.

    In our run, 3D-Agent reported:

    • 17,333 triangles, with long, thin ones where the topology is uneven
    • 9,319 open edges, most of them from vertices split along UV seams
    • A separate 16-triangle piece near the head
    • 518 UV islands, 228 of them tiny, with small overlaps
    • One material with a 1024 × 1024 color texture, and no normal or roughness maps
  3. Set a target

    Say what the model is for and its budget:

    This is a character for a mobile game. Reduce it to about 5,000 triangles, keep the silhouette, merge loose vertices and remove interior faces. Keep a hidden copy of the original.

    In our run, 3D-Agent merged 5,171 duplicate vertices and brought the character down to 4,997 triangles, 71% fewer. It compared the silhouette with the original from eight angles before it applied the change. The hidden copy is the source for the bake in the next step.

  4. Fix UVs and materials

    Unwrap the UVs cleanly, then bake the original colors from the hidden copy onto a single 1K texture.

    In our run, the new layout has 211 UV islands with no overlaps, baked onto one 1024 × 1024 texture.

    The baked 1024 × 1024 color texture: the character's scales, armor, cloth and horns laid out as separate islands on blackThe baked 1024 × 1024 color texture: the character's scales, armor, cloth and horns laid out as separate islands on black

    The baked colors match the original:

  5. Check the mesh

    Apply transforms, set the origin to the bottom center and check that the mesh is manifold.

    In our run, the check found 6 non-manifold edges left. A follow-up fixed them:

    Fix the non-manifold edges without changing the shape or breaking the baked texture.

    The character passed the check at 5,000 triangles.

  6. Export

    Export the model, for example as GLB. See Exporting.

    To check the file outside Blender, open it in the GLB viewer . It runs in your browser, so the model never leaves your device.

    The exported dragon-clean.glb in the GLB viewer on 3d-agent.com, with its stats: 5,000 triangles, 1 material, 1.6 MBThe exported dragon-clean.glb in the GLB viewer on 3d-agent.com, with its stats: 5,000 triangles, 1 material, 1.6 MB

The Blender retopology  guide compares remeshing with decimating and shows how to bake normals from the original onto the low-poly mesh.

Next steps

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