Hub · Cleanup
Cleaning Up AI 3D Models
How to turn raw AI-generated meshes into usable game assets: retopology, repairs, UVs, normal map baking, LODs, collision and import fixes.
Most AI-generated meshes are not ready for a game as they come out of the generator. Problems the sources describe include meshes too dense for a game, stray floating pieces, UVs that no longer fit after topology changes, and textures with lighting baked in. How often each generator produces them has not been measured. This section works through the fixes in a sensible order, independent of which generator made the model. Pages are based on software documentation and attributed reports; we have not yet run our own cleanup measurements.
Printing rather than building a game? Mesh repairs for slicers are a different job, covered in fixing AI models for the slicer.
The full route
Read AI 3D to game-ready: the full pipeline first to see how the steps fit together, and how to estimate cleanup time to judge whether a given asset is worth the effort.
1. Get it into Blender cleanly
- Importing AI 3D models into Blender Source-based
- Scale, pivot and axis fixes Source-based
2. Repair the mesh
- Checking raw AI 3D output: triangles, loose pieces, open edges and UV islands Source-based
- Holes, floaters and broken pieces Source-based
3. Reduce and rebuild the topology
- Do you still need retopology with Nanite and modern LODs? Source-based
- Retopology for AI 3D models: which method to use Source-based
- Retopology in Blender for AI meshes Source-based
- Blender retopology add-ons compared: features, prices and Blender support as documented Source-based
4. Fix UVs and textures
- UV and texture fixes Source-based
- Baking normal maps from a high-poly AI mesh Source-based
5. Prepare it for the engine
- LODs for AI-generated models Source-based
- Collision meshes for AI props Source-based
Next come rigging, if it’s a character, and engine import.