The output GLB or FBX file is a standard 3D mesh editable in Blender, Maya, 3ds Max, or any modeling software. Triangle topology integrates directly into game engines but requires edge-loop conversion for subdivision modeling. Quad topology preserves clean edge flows, making manual retouching easier—add detail, fix artifacts, or merge multiple generated meshes. The remesh toggle pre-cleans geometry, but you may still need to dissolve stray vertices, bridge holes, or adjust UV seams. Enable symmetry mode during generation to ensure bilateral alignment, reducing manual mirroring work later. For iterative design, generate a base mesh with Meshy V7, refine geometry in Blender, then re-texture using the texture prompt or
Hunyuan3D v3 Image-to-3D for alternate material styles.