> ## Documentation Index
> Fetch the complete documentation index at: https://help.unrealizex.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Clean quad topology

> Rebuild any model as tidy quads for game engines, rigging and hand editing

<Frame>
  <img src="https://mintcdn.com/unrealizex/eIEaP9I0hX49qtQD/images/space/topology-retopo.webp?fit=max&auto=format&n=eIEaP9I0hX49qtQD&q=85&s=3872f2ae76a670222b8dd8bbda1031c3" alt="The Clean quad topology panel" width="2880" height="1800" data-path="images/space/topology-retopo.webp" />
</Frame>

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.

<Note>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.</Note>

<Steps>
  <Step title="Open the model in Space">
    **Open in Space** from its card or from the viewer.
  </Step>

  <Step title="Topology → Retopo">
    Click the **Topology** tab, then the **Retopo** tile. The panel is called **Clean quad topology**.
  </Step>

  <Step title="Pick a polygon budget">
    **Auto** chooses a sensible count for the model. **Custom** unlocks the **Target quads** slider, from 20,000 to 200,000.

    <Frame>
      <img src="https://mintcdn.com/unrealizex/eIEaP9I0hX49qtQD/images/space/topology-retopo-custom.webp?fit=max&auto=format&n=eIEaP9I0hX49qtQD&q=85&s=badd8b80e4dfe7f8871c57016a39cd1a" alt="The Custom polygon budget with the Target quads slider" width="2880" height="1800" data-path="images/space/topology-retopo-custom.webp" />
    </Frame>
  </Step>

  <Step title="Apply retopology">
    The status line shows **Queued**, **Processing**, then **Finishing**. You can keep orbiting, or leave Space; it runs on the server.
  </Step>

  <Step title="Compare">
    The result appears in **Layers**. Switch between it and the Original, and use the **Wireframe** view to see the quads.
  </Step>
</Steps>

<AccordionGroup>
  <Accordion title="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.
  </Accordion>

  <Accordion title="Can I run it again?">
    Yes. A new run replaces the previous clean-quad layer; the Original is never touched.
  </Accordion>

  <Accordion title="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.
  </Accordion>
</AccordionGroup>
