Free Voxel Remesh Online
Drop an AI-generated model or a scan and get back one watertight surface built from scratch: no internal faces, overlaps or holes up to the size you choose, then reduced to the triangle count you pick. Compare the topology in wireframe, then download GLB, OBJ or STL. Free, and the file stays on your device.
- Watertight result, checked
- Internal faces removed
- No sign-up
- GLB, OBJ or STL out
By SupaVoxel Team·Updated
How to remesh a model in 3 steps
- 01
Drop the model
Drag a GLB, OBJ, FBX, glTF, STL, 3MF, PLY, USDZ, DAE or STEP file onto the tool above, up to 200 MB. Try a sample loads a 500,000-triangle AI-generated bust, a typical case of a dense mesh with a messy inside. - 02
Set detail, holes and budget
Detail sets how many voxels fit across the model's longest side, from 48 to 256 (default 128); the panel shows the resulting voxel size. Smoothing runs 0 to 10 passes. Close holes picks Cracks, Small holes or Large holes. Triangles caps the result at All, 100k, 50k, 20k or 5k. - 03
Remesh, compare, download
Click Remesh. You get triangles before → after, a watertight check, the voxel surface size before reducing and how many floating specks were removed. Turn on Wireframe and switch Original / Result to compare topology, then download GLB, OBJ or STL.
What a voxel remesh does to your mesh
Remeshing doesn't edit the triangles you have. It throws them away and builds a new surface around the volume they enclose.
Voxelize the shape
Fill the inside
Trace a new surface
Smooth without shrinking
Reduce to a budget
Runs on your device
Remesh settings and what to pick
Defaults: 128 voxels, 3 smoothing passes, Cracks, 50k triangles and speck removal on.
Detail
- Range
- 48 to 256 voxels across
- When to change it
- Raise it for fine detail such as fingers, text or jewellery. Anything thinner than about one voxel disappears. 256 gave a 523,000-triangle surface on our sample before reducing
Smoothing
- Range
- 0 to 10 passes
- When to change it
- 0 keeps the voxel steps, 3 removes them, higher values soften sharp edges
Close holes
- Range
- Cracks, Small holes, Large holes
- When to change it
- Seals holes up to about 1, 4 or 8 voxels across. Raise it for scans with open patches; it also merges parts that nearly touch
Triangles
- Range
- All, 100k, 50k, 20k, 5k
- When to change it
- All keeps the full voxel surface. 50k suits printing and sculpting; 20k or 5k suit previews and web
Remove floating specks
- Range
- On or off
- When to change it
- Drops separate pieces smaller than 1% of the largest one, such as stray scan noise
| Setting | Range | When to change it |
|---|---|---|
| Detail | 48 to 256 voxels across | Raise it for fine detail such as fingers, text or jewellery. Anything thinner than about one voxel disappears. 256 gave a 523,000-triangle surface on our sample before reducing |
| Smoothing | 0 to 10 passes | 0 keeps the voxel steps, 3 removes them, higher values soften sharp edges |
| Close holes | Cracks, Small holes, Large holes | Seals holes up to about 1, 4 or 8 voxels across. Raise it for scans with open patches; it also merges parts that nearly touch |
| Triangles | All, 100k, 50k, 20k, 5k | All keeps the full voxel surface. 50k suits printing and sculpting; 20k or 5k suit previews and web |
| Remove floating specks | On or off | Drops separate pieces smaller than 1% of the largest one, such as stray scan noise |
Hole sizes are in voxels, so the same setting closes bigger gaps at lower Detail.
Remesh online vs retopology
This is a voxel remesh, the same family of method as Blender's Voxel remesher and the Voxel mode of its Remesh modifier. It's the right tool when a mesh is broken inside: AI-generated models with overlapping parts and internal faces, photogrammetry scans with holes and noise, kitbashed models made of intersecting pieces. The result is one closed surface, evenly tessellated before it is reduced, ready for 3D printing, sculpting or voxel art.
It is not retopology. Retopology builds clean quads with edge loops that follow the form, which a character needs to bend well in animation. The Blender manual is blunt that no perfect automatic tool exists for that yet. So this isn't an auto retopology tool either: the output is triangles with no edge flow. We tested an open-source quad remesher in the browser and it failed on most of our AI-generated test models, so it isn't offered. For animation, retopologize by hand on top of the remeshed result.
What you lose when you remesh
UVs and textures. The surface is new, so the old UV layout and images no longer apply. The download has a plain material. Give it new UVs with the UV unwrap tool, then bake or paint.
Detail finer than a voxel. At 128 voxels across our sample, one voxel is about 0.8% of the model's longest side, which smooths away small engraving. Raise Detail, or keep the original for close-ups.
Speed and memory at high detail. In Chrome, the 500,000-triangle sample took 3.4 s at 128 voxels with a 50,000-triangle budget. 256 voxels needs about eight times the grid memory, so phones may struggle.
Perfect closure at tiny budgets. Reducing hard can fold two edges together. On our sample, 11 of 12 combinations of detail and budget came out strictly watertight; the miss was 128 voxels at 5k. The tool tells you when this happens. To only cut triangles while keeping UVs and textures, use the mesh simplifier instead.
Remesh tips
- Start at 128 voxels and raise Detail only if fine parts disappear
- Use Small or Large holes for scans with open patches
- Check the watertight note before you send an STL to a slicer
- Unwrap the result with the UV unwrap tool if you want to texture it
- Expect quads or edge loops for rigging; that's retopology
- Remesh a model just to lower its triangle count; simplify it instead
- Use Large holes on a model with gaps that should stay open, like a mug handle
- Throw away the original; textures and fine detail only live there
Related mesh tools
Frequently asked questions
Is this remesh tool free?
What does remeshing do?
Is this an auto retopology tool?
Will the result be watertight for 3D printing?
Why did my textures disappear?
What Detail value should I use?
Is my model uploaded?
What's the difference between remesh and mesh simplification?
Sources
- 1.Retopology (Blender Manual) — Blender Foundation
“The Voxel remesher works by placing the mesh in a virtual 3D grid, seeing which points of the grid are closest to the mesh’s outer surface, and generating a new mesh with vertices at those points. This means the resulting mesh has uniform topology and has no inner (self-intersecting) geometry.”
- 2.
- 3.Retopology (Blender Manual) — Blender Foundation
“Creating topology for a mesh that will be deformed (e.g. a character that will be animated). Such topology has to follow the flow of the geometry, and no perfect automatic tools exist for this right now; it has to be done manually.”
- 4.Retopology (Blender Manual) — Blender Foundation
“The Quad remesher uses the Quadriflow algorithm, which can produce better results but is also slower. It’s not a replacement for the Voxel remesher, however, because it doesn’t clean up intersecting geometry.”
- 5.Remesh (Blender Manual, sculpting) — Blender Foundation
“Performing this will lose all mesh object data layers associated with the original mesh.”
- 6.Remesh Modifier (Blender Manual) — Blender Foundation
“Uses an OpenVDB to generate a new manifold mesh from the current geometry while trying to preserve the mesh’s original volume.”
Remesh your model now
Drop a model into the tool above, pick detail and a triangle budget, and download a clean, watertight GLB, OBJ or STL in your browser.
Free · runs in your browser · no sign-up