MESHCORP.

Retopology · UV unwrap · Texture transfer

Heavy mesh in. Clean mesh out.

Automatic optimization for 3D models. You see the token cost before anything runs.

Werewolf, finished renderWerewolf, topology wireframe
WerewolfInspect in 3D
Tris in
1,922,745
Tris out
24,804
Lighter
98.7%
  • 80% quads
  • UV unwrapped

Texture maps · 2K

  • Color
  • Normal
  • Roughness
  • Metallic

Measured on Werewolf, a Dreadnought run in the gallery below.

Start with 500 free tokens.

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Epic skeleton · FBX

Unreal Auto Rig

Automatic humanoid rigging with articulated hands and pose-tested skin weights designed to reduce clipping and stretching. Rig a finished model. If it needs retopology first, download the finished FBX and upload it for rigging separately.

Use an unrigged humanoid in a T- or A-pose, with separate limbs and no base. Finger rigging needs five separate fingers on each hand; you can also choose wrist-only hands. Model suitability is checked before rigging; results depend on anatomy and pose.

$20 per character, including the Unreal Engine 5 Mannequin FBX and import guide. No tokens needed for rigging.

Start Auto Rig

Before / after

Straight from the generator, then through Dreadnought.

Recorded runs: each original AI-generated mesh against its Dreadnought output.

SELECTED COMPARISONHAUNTED TREE

About 99% less geometry in this optimized example.

Compare exact mesh counts
ORIGINAL MODEL
1,873,084 triangles
OPTIMIZED MODEL
19,628 triangles

Branching forms, facial detail, and a rebuilt UV layout on an organic environment asset.

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