
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.

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.
Which budget should I pick?
Which budget should I pick?
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.
Can I run it again?
Can I run it again?
Yes. A new run replaces the previous clean-quad layer; the Original is never touched.
Where does the texture go?
Where does the texture go?
It is baked onto the new mesh. The OBJ download of a retopologized model is the quad mesh with its baked textures, zipped.