# 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. 3D-Agent can clean them up for games and renders.

First, [connect 3D-Agent to Blender](https://3d-agent.com/docs/quickstart) 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](https://3d-agent.com/docs/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.

### 3. Set a target

Say what the model is for and its budget:

> This is a prop for a mobile game. Reduce it to about 3,000 triangles, keep the silhouette, merge loose vertices and remove interior faces.

### 4. Fix UVs and materials

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

### 5. Check and export

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

Then export it. See [Exporting](https://3d-agent.com/docs/exporting).

> **Note:** Reducing polygons always loses detail, and quality drops fast below a certain count. Try targets like 25,000 and 10,000 triangles and compare. If a step goes too far, restore the checkpoint before it.

The [Blender retopology](https://3d-agent.com/blender-ai/retopology) guide compares remeshing with decimating and shows how to bake normals from the original onto the low-poly mesh.

## Next steps

- [Exporting](https://3d-agent.com/docs/exporting): Export as OBJ, FBX, GLB or USDZ.
- [What it can and can't do](https://3d-agent.com/docs/what-it-can-do): See where 3D-Agent is strong and where it needs guidance.
- [Checkpoints](https://3d-agent.com/docs/checkpoints): Restore an earlier version of your scene.
