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The Clean quad topology panel
A reconstructed or generated mesh is dense and triangulated. Retopo rebuilds it as clean quads with the textures baked on, and saves the result as a new layer beside your Original.
About 2 to 8 minutes, 2 credits. A Max clone already has clean quads, so this is mainly for Fast clones and One-shot models.
1

Open the model in Space

Open in Space from its card or from the viewer.
2

Topology → Retopo

Click the Topology tab, then the Retopo tile. The panel is called Clean quad topology.
3

Pick a polygon budget

Auto chooses a sensible count for the model. Custom unlocks the Target quads slider, from 20,000 to 200,000.
The Custom polygon budget with the Target quads slider
4

Apply retopology

The status line shows Queued, Processing, then Finishing. You can keep orbiting, or leave Space; it runs on the server.
5

Compare

The result appears in Layers. Switch between it and the Original, and use the Wireframe view to see the quads.
Lower counts are lighter and easier to edit; higher counts keep more shape. For a game prop start with Auto. For a hero asset or something you will sculpt on, go Custom and higher.
Yes. A new run replaces the previous clean-quad layer; the Original is never touched.
It is baked onto the new mesh. The OBJ download of a retopologized model is the quad mesh with its baked textures, zipped.