Retopology · UV Unwrapping · Texture Baking · PBR Preview

Turn heavy geometry into clean, textured models.

Vertexix turns heavy, messy geometry into clean, usable models — and carries the look with it. Load a sculpt, a photogrammetry scan, or a game asset, remesh it into tidy quads, unwrap it, and bake the original detail down onto the new mesh as PBR textures.

No node graphs to learn. No subscription tour. Open a model, follow the numbered steps down the sidebar, export.

  • 10 languages
  • 8192px* Pro Version bake resolution
  • 6+ export formats

Retopology, Two Ways

Automatic when you want speed. Manual when you want control.

  • Manual Remesh — when you want control: quad retopology built on a proven mixed-integer quadrangulation solver. Pick Organic or Hard-Surface, set a target quad count, and let it run. The target defaults to your model's polygon count, with one-click 75% / 66% / 50% / 33% / 25% / 10% presets so you can dial density in seconds. Or you can paint density where you need more resolution and leave flat areas light.
  • Auto Remesh — fully automatic: guide the flow yourself with an orientation field and position field, then extract topology that follows the surface the way you intend. It's not as accurate as manual, but it's super fast!

Both paths produce quad-dominant meshes that are actually pleasant to animate, subdivide, or edit downstream.

Already Happy With The Topology?

Turn triangles into quads without moving a single vertex.

Not every model needs rebuilding. If the shape is already right and only the triangulation is in the way — a glTF export, a CAD conversion, an asset that lost its quads somewhere along the pipeline — Make Quads pairs the triangles back into quads in place. Your vertices, UVs, normals, materials and textures are untouched. Only the polygons change.

It scores every possible pairing and takes the best ones first, keeps hard edges and material borders intact, and refuses merges that would leave a vertex short of the four edges a quad grid needs. A second pass then re-cuts runs where the edge flow kinks, so loops stay straight instead of shearing into parallelograms. Run it on the whole model, or select a region and quad up just that part.

UV Unwrapping & Inspection

A clean atlas, and a way to check it before you commit.

Automatic UV unwrapping produces a clean atlas from the new topology, including per-material UV maps for multi-material assets. A dedicated UV inspector lets you see the layout, isolate by material, and confirm the unwrap before you commit to baking.

Two unwrap engines, picked per run: Lightmap packs tightly for baking and lightmapping, while Artist favours lower distortion and more natural islands for hand-painting. Same mesh, two very different atlases — try both and keep the one that suits the job.

UDIM Support - Film and VFX assets don't fit in one 0-1 square. Vertexix reads UDIM layouts natively — load a multi-tile model and it works out which tile each material occupies, names the sets, and shows the whole grid in the UV inspector with every tile wearing its own texture.

Bake The Detail Back On

This is where the high-poly detail gets preserved.

Vertexix resamples your original model onto the new UVs and bakes:

  • Base color / albedo, metallic-roughness, and ambient occlusion via Transfer Texture.
  • Tangent-space normal maps baked straight from the high-poly geometry, with options to transfer or combine an existing source normal map.
  • Ambient occlusion, generated on demand.

You control the details that matter in production: resolution up to 8192, edge padding to stop seams from cracking, adjustable ray distance, optional 16-bit output, and supersampling (1x / 4x / 9x samples per texel) when you want the cleanest possible result. Metallic and roughness can be written as separate maps — the format FBX and most engines actually expect.

Paint Directly On The Model

Fix a baked artifact without a round-trip to another app.

The Paint Palette lets you touch up any PBR channel — base color, metallic, roughness, occlusion, even the normal map — right on the mesh. Smooth, spline-guided strokes (not choppy dabs), adjustable radius, falloff and strength, an eyedropper to sample existing color, and a blur tool that can reach into the UV padding so seams stay clean.

See It The Way The Engine Will

What you approve on screen is what ships.

A real-time PBR preview with image-based lighting shows your material maps working together under realistic light before you ever export.

Rigged & Animated Assets Survive The Trip

Retopology doesn't have to mean re-rigging from scratch.

Import a skinned, rigged model and Vertexix keeps the rig in the picture — view bones and bone weights, preview animation, and export a rigged glTF with skin weights carried onto the new topology.

Built For A Real Pipeline

Everything around the core workflow, handled.

Broad format support

Import via a wide-format engine — FBX, glTF/GLB, OBJ, Collada and more, with embedded textures and PBR + legacy materials. Export to OBJ, PLY, FBX, GLB/glTF, Collada, and STL.

Works as a plain converter

You don't have to retopologize anything. Load a model and export it straight back out in another format, at any point — no remesh, no bake, no ceremony.

Mesh optimization

Vertex cache and vertex fetch reordering for GPU-friendly output — as a preprocess pass on the source mesh, a post-process pass on the result, or both.

Realtime subdivision

Preview your low-poly cage smoothly subdivided as you work, so you can judge the silhouette the way it will actually be rendered rather than guessing from the control mesh.

Selection tools

Grow/shrink, loop select, select a whole connected shell in one press, lock and restore selections, and save/load selections to disk. Hide the selection, isolate it, or bring everything back — handy for working on one panel of a busy model.

Materials & textures

Merge materials into groups or split them apart, hide any material with one click, and step through every texture on the model. View any map on its own, or isolate its red, green or blue channel to see exactly what a packed texture is carrying.

Quality-of-life

A ground grid and rest-on-ground, progress popups you can cancel, customizable keyboard shortcuts, Multi-monitor support and UI scaling.

10 languages

English, German, Spanish, French, Italian, Portuguese, Russian, Japanese, Korean, and Chinese — switchable at runtime.

Who It's For

Same tool, three very different days.

The 3D artist

Take a multi-million-triangle sculpt to clean, animation-ready topology with the fine detail baked into normal and PBR maps — and paint touch-ups without leaving the app.

The game maker

Turn dense source assets into optimized, correctly-mapped models with separate metallic/roughness maps and padded, seam-safe bakes that drop straight into your engine as FBX or glTF.

The hobbyist

Skip the intimidating multi-tool workflow. Load a model, follow the numbered steps, and get a clean, textured result you can actually be proud of — at your own pace, in your own language.

Compare Versions

Four editions, one pipeline.

Feature Free Vertexix Light Vertexix Vertexix Pro Recommended
Retopology
Realtime subdivision
Preprocess optimization
Vertex density
Post-process optimization
Make Quads (triangles → quads)
Make Quads edge-flow repair
UV Mapping
Create multiple UV maps 1 3 6 Unlimited
UDIM Support
UV unwrap engines Lightmap Lightmap Lightmap + Artist Lightmap + Artist
Texture Transfer
Transfer textures
Max texture size 1024 2048 4096 8192
16-bit texture map
Bake supersampling
Normal Maps
Create normal maps
Max normal map size 1024 2048 4096 8192
16-bit normal maps
Painting
Painting
Make ambient occlusion map
Max size AO map 1024 2048 4096 8192
Animation
Show bones
Show weight maps
Copy bones to new mesh
Copy weight map to new mesh
Animation playback
Copy animation to new mesh
Viewport & Preview
PBR preview with image-based lighting
Custom HDR environments
Workflow
Selection tools (grow, loop, connected shell)
Hide & isolate polygons
Save / load selections to disk
Customizable keyboard shortcuts
Interface languages 10 10 10 10
Import & Export
Import formats All All All All
Export formats OBJ, PLY + FBX, GLB All 6 All 6
Cost
Price Free $5 $10 $20

Get Vertexix

One tool for the part of the job nobody enjoys doing by hand — done well. Try it on your own model and see your topology and textures come out the other side clean.

Download / Buy Vertexix