
Description
RetopoGEN — Retopology for Static and Skeletal Meshes
Reduce mesh complexity directly inside Unreal Editor.
RetopoGEN supports Static Meshes and Skeletal Meshes with source geometry up to 2 million triangles, bringing props, environments, characters and creatures into one retopology workspace.
Create lighter meshes with controlled decimation and quad remeshing while carrying UV mappings, material assignments and skin weights onto the result. Compare your work beside the original, refine UVs in the integrated UV Editor, and export a new mesh without overwriting your source.
Key features
Static and Skeletal Mesh support: Optimize scenery, props, animated characters and creatures.
Up to 2 million source triangles: Process detailed source meshes with targets up to 1 million triangles.
Three retopology tools: Choose Optimize, Remesh + Optimize or AutoRemesh Quads.
Controlled reduction: Set triangle targets and surface-deviation settings, with protections for openings, UV seams, material borders and sharp shading boundaries.
UV and skin-weight transfer: Retain UV channels, material slots, the original skeleton, and default and named skin-weight profiles.
Integrated UV editing: Inspect and adjust the result’s UVs without leaving Retopo LAB.
Clear comparisons: View source and result together with wireframe overlays, triangle counts and topology diagnostics.
Non-destructive export: Save a new Static or Skeletal Mesh asset. All processing happens locally.
Workflow details
Attribute transfer follows the new topology, so inspect textures and animated deformation after reduction. Quad remeshing may retain triangles in difficult regions and never exceeds the source triangle count. Morph targets, clothing bindings, physics assets and additional LODs are not copied.








