Retopology · UV Unwrapping · Texture Baking · PBR Preview
Turn heavy geometry into clean, textured models.
Vertexix turns heavy, messy geometry into clean, usable models — and carries the look with it. Load a sculpt, a photogrammetry scan, or a game asset, remesh it into tidy quads, unwrap it, and bake the original detail down onto the new mesh as PBR textures.
No node graphs to learn. No subscription tour. Open a model, follow the numbered steps down the sidebar, export.
- 10 languages
- 8192px* Pro Version bake resolution
- 6+ export formats
Retopology, Two Ways
Automatic when you want speed. Manual when you want control.
- Manual Remesh — when you want control: quad retopology built on a proven mixed-integer quadrangulation solver. Pick Organic or Hard-Surface, set a target quad count, and let it run. The target defaults to your model's polygon count, with one-click 75% / 66% / 50% / 33% / 25% / 10% presets so you can dial density in seconds. Or you can paint density where you need more resolution and leave flat areas light.
- Auto Remesh — fully automatic: guide the flow yourself with an orientation field and position field, then extract topology that follows the surface the way you intend. It's not as accurate as manual, but it's super fast!
Both paths produce quad-dominant meshes that are actually pleasant to animate, subdivide, or edit downstream.
Already Happy With The Topology?
Turn triangles into quads without moving a single vertex.
Not every model needs rebuilding. If the shape is already right and only the triangulation is in the way — a glTF export, a CAD conversion, an asset that lost its quads somewhere along the pipeline — Make Quads pairs the triangles back into quads in place. Your vertices, UVs, normals, materials and textures are untouched. Only the polygons change.
It scores every possible pairing and takes the best ones first, keeps hard edges and material borders intact, and refuses merges that would leave a vertex short of the four edges a quad grid needs. A second pass then re-cuts runs where the edge flow kinks, so loops stay straight instead of shearing into parallelograms. Run it on the whole model, or select a region and quad up just that part.
UV Unwrapping & Inspection
A clean atlas, and a way to check it before you commit.
Automatic UV unwrapping produces a clean atlas from the new topology, including per-material UV maps for multi-material assets. A dedicated UV inspector lets you see the layout, isolate by material, and confirm the unwrap before you commit to baking.
Two unwrap engines, picked per run: Lightmap packs tightly for baking and lightmapping, while Artist favours lower distortion and more natural islands for hand-painting. Same mesh, two very different atlases — try both and keep the one that suits the job.
UDIM Support - Film and VFX assets don't fit in one 0-1 square. Vertexix reads UDIM layouts natively — load a multi-tile model and it works out which tile each material occupies, names the sets, and shows the whole grid in the UV inspector with every tile wearing its own texture.
Bake The Detail Back On
This is where the high-poly detail gets preserved.
Vertexix resamples your original model onto the new UVs and bakes:
- Base color / albedo, metallic-roughness, and ambient occlusion via Transfer Texture.
- Tangent-space normal maps baked straight from the high-poly geometry, with options to transfer or combine an existing source normal map.
- Ambient occlusion, generated on demand.
You control the details that matter in production: resolution up to 8192, edge padding to stop seams from cracking, adjustable ray distance, optional 16-bit output, and supersampling (1x / 4x / 9x samples per texel) when you want the cleanest possible result. Metallic and roughness can be written as separate maps — the format FBX and most engines actually expect.
Paint Directly On The Model
Fix a baked artifact without a round-trip to another app.
The Paint Palette lets you touch up any PBR channel — base color, metallic, roughness, occlusion, even the normal map — right on the mesh. Smooth, spline-guided strokes (not choppy dabs), adjustable radius, falloff and strength, an eyedropper to sample existing color, and a blur tool that can reach into the UV padding so seams stay clean.
Built For A Real Pipeline
Everything around the core workflow, handled.
Broad format support
Import via a wide-format engine — FBX, glTF/GLB, OBJ, Collada and more, with embedded textures and PBR + legacy materials. Export to OBJ, PLY, FBX, GLB/glTF, Collada, and STL.
Works as a plain converter
You don't have to retopologize anything. Load a model and export it straight back out in another format, at any point — no remesh, no bake, no ceremony.
Mesh optimization
Vertex cache and vertex fetch reordering for GPU-friendly output — as a preprocess pass on the source mesh, a post-process pass on the result, or both.
Realtime subdivision
Preview your low-poly cage smoothly subdivided as you work, so you can judge the silhouette the way it will actually be rendered rather than guessing from the control mesh.
Selection tools
Grow/shrink, loop select, select a whole connected shell in one press, lock and restore selections, and save/load selections to disk. Hide the selection, isolate it, or bring everything back — handy for working on one panel of a busy model.
Materials & textures
Merge materials into groups or split them apart, hide any material with one click, and step through every texture on the model. View any map on its own, or isolate its red, green or blue channel to see exactly what a packed texture is carrying.
Quality-of-life
A ground grid and rest-on-ground, progress popups you can cancel, customizable keyboard shortcuts, Multi-monitor support and UI scaling.
10 languages
English, German, Spanish, French, Italian, Portuguese, Russian, Japanese, Korean, and Chinese — switchable at runtime.
Who It's For
Same tool, three very different days.
The 3D artist
Take a multi-million-triangle sculpt to clean, animation-ready topology with the fine detail baked into normal and PBR maps — and paint touch-ups without leaving the app.
The game maker
Turn dense source assets into optimized, correctly-mapped models with separate metallic/roughness maps and padded, seam-safe bakes that drop straight into your engine as FBX or glTF.
The hobbyist
Skip the intimidating multi-tool workflow. Load a model, follow the numbered steps, and get a clean, textured result you can actually be proud of — at your own pace, in your own language.
Compare Versions
Four editions, one pipeline.
| Feature | Free | Vertexix Light | Vertexix | Vertexix Pro Recommended |
|---|---|---|---|---|
| Retopology | ||||
| Realtime subdivision | ✗ | ✓ | ✓ | ✓ |
| Preprocess optimization | ✗ | ✗ | ✓ | ✓ |
| Vertex density | ✓ | ✓ | ✓ | ✓ |
| Post-process optimization | ✗ | ✗ | ✓ | ✓ |
| Make Quads (triangles → quads) | ✗ | ✓ | ✓ | ✓ |
| Make Quads edge-flow repair | ✗ | ✗ | ✓ | ✓ |
| UV Mapping | ||||
| Create multiple UV maps | 1 | 3 | 6 | Unlimited |
| UDIM Support | ✗ | ✗ | ✗ | ✓ |
| UV unwrap engines | Lightmap | Lightmap | Lightmap + Artist | Lightmap + Artist |
| Texture Transfer | ||||
| Transfer textures | ✓ | ✓ | ✓ | ✓ |
| Max texture size | 1024 | 2048 | 4096 | 8192 |
| 16-bit texture map | ✗ | ✗ | ✗ | ✓ |
| Bake supersampling | 1× | 1× | 4× | 9× |
| Normal Maps | ||||
| Create normal maps | ✓ | ✓ | ✓ | ✓ |
| Max normal map size | 1024 | 2048 | 4096 | 8192 |
| 16-bit normal maps | ✗ | ✗ | ✗ | ✓ |
| Painting | ||||
| Painting | ✓ | ✓ | ✓ | ✓ |
| Make ambient occlusion map | ✓ | ✓ | ✓ | ✓ |
| Max size AO map | 1024 | 2048 | 4096 | 8192 |
| Animation | ||||
| Show bones | ✓ | ✓ | ✓ | ✓ |
| Show weight maps | ✓ | ✓ | ✓ | ✓ |
| Copy bones to new mesh | ✗ | ✗ | ✗ | ✓ |
| Copy weight map to new mesh | ✗ | ✗ | ✗ | ✓ |
| Animation playback | ✓ | ✓ | ✓ | ✓ |
| Copy animation to new mesh | ✗ | ✗ | ✗ | ✓ |
| Viewport & Preview | ||||
| PBR preview with image-based lighting | ✓ | ✓ | ✓ | ✓ |
| Custom HDR environments | ✗ | ✗ | ✓ | ✓ |
| Workflow | ||||
| Selection tools (grow, loop, connected shell) | ✓ | ✓ | ✓ | ✓ |
| Hide & isolate polygons | ✓ | ✓ | ✓ | ✓ |
| Save / load selections to disk | ✗ | ✗ | ✓ | ✓ |
| Customizable keyboard shortcuts | ✓ | ✓ | ✓ | ✓ |
| Interface languages | 10 | 10 | 10 | 10 |
| Import & Export | ||||
| Import formats | All | All | All | All |
| Export formats | OBJ, PLY | + FBX, GLB | All 6 | All 6 |
| Cost | ||||
| Price | Free | $5 | $10 | $20 |
Get Vertexix
One tool for the part of the job nobody enjoys doing by hand — done well. Try it on your own model and see your topology and textures come out the other side clean.
Download / Buy Vertexix