I will retopology your 3d model, uv unwrap and make it game ready


About this gig
Is your high poly sculpt or 3D scan too heavy to use in a
game engine, animation pipeline, or realtime renderer?
I will rebuild, clean, optimize topology on your 3D model
and deliver it fully game ready, animation ready, or
print ready depending on your exact needs.
What I deliver:
Clean quad-dominant retopology with proper edge flow
UV unwrapping with non-overlapping, optimized UV islands
Polycount reduced to your exact target specification
Clean topology for deformation animation and rigging safe
Game ready output compatible with Unreal, Unity, Godot
Delivery in FBX, OBJ, STL, BLEND or your preferred format
I work in Blender and Maya handling everything from
characters and creatures to hard surface props, vehicles,
scanned objects, and AI generated models that need clean
topology before use.
Files accepted: OBJ, FBX, STL, ZTL, BLEND, 3MF
My retopology follows proper loop flow for face, limb and
mechanical deformation not just low poly reduction.
Message me before ordering share your model and your
target polycount and I will confirm scope and timeline
before you place the order.
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know Anthony
3d Expert
- FromNigeria
- Member sinceApr 2026
- Avg. response time1 hour
- Last delivery1 day
Languages
English, Spanish
My Portfolio
Other Game Art Services I Offer
FAQ
What exactly is retopology and why does my model need it?
Retopology is the process of rebuilding the surface of a 3D model with clean, organized, purposeful geometry — replacing chaotic triangle meshes from sculpts or scans with smooth quad-based topology that follows the natural contours of the model. Your model needs it if it came from ZBrush, a 3D scan
What is the difference between retopology and just reducing the polycount?
Polycount reduction — also called decimation — simply removes polygons from your existing mesh without caring about the result. It makes your model lighter but leaves behind ugly triangles, broken edge flow, and deformation problems. Retopology is a complete manual or semi-manual rebuild of your mod
What file formats do you accept and what will you deliver?
I accept OBJ, FBX, STL, ZTL, BLEND, 3MF, and ABC files. If you have a format not listed here, message me before ordering and I will confirm compatibility. For delivery I can export in FBX, OBJ, BLEND, STL, or ABC — whichever your pipeline requires. If you need the file in multiple formats simultaneo
Do you include UV unwrapping with the retopology?
UV unwrapping is included in the Standard and Premium packages and available as a paid add-on for the Basic package. When UV unwrapping is included I deliver non-overlapping UV islands laid out for minimal texture distortion, with seam placement chosen to hide on natural surface boundaries — clothin
Can you retopologize AI-generated 3D models?
Yes — and this is becoming one of the most common requests I receive. AI 3D model generators like Meshy, TripoAI, CSM, and Luma AI produce models with chaotic non-manifold geometry, inconsistent triangle distribution, and zero edge flow logic. They look impressive in a preview render but are complet
Will the retopology change the shape or silhouette of my model?
No. The goal of retopology is to match the original sculpt or scan surface as closely as possible while rebuilding the underlying geometry. Your model's silhouette, proportions, and surface detail are preserved. Very fine micro-detail like skin pores that exist only in the high poly sculpt will not
What polycount should I ask for — how do I know the right target?
It depends entirely on your intended use. For mobile games, a character is typically 1,500 to 5,000 triangles. For PC and console games, 10,000 to 30,000 triangles is standard for a hero character. For cinematics and film production, 50,000 to 150,000 is common. For real-time VR, keep below 15,000 f
Can you retopologize characters for animation and rigging?
Yes — animation-ready retopology is my specialty at the Premium package level. Animation retopology follows strict rules that general retopology does not — edge loops must be placed precisely at every joint to allow correct deformation when the rig moves. Shoulders, elbows, wrists, knees, and finger
How long does retopology take and what affects the timeline?
Delivery time depends on three factors — model complexity, target polycount, and whether UV unwrapping or texture baking is included. A simple hard surface prop with a low polycount target takes 1 to 2 days. A full humanoid character with UV unwrapping takes 3 to 4 days. A complex creature or full b
What software do you use and will the file work in my pipeline?
I work primarily in Blender and Maya for retopology, using dedicated retopology tools including RetopoFlow, Quad Remesher as a starting reference, and full manual retopology for character work. All delivered files are software-agnostic — exported in universal formats that open correctly in Unreal E

