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Clean & Repack

You have a model that is already good enough for your game: the right amount of detail, UVs and textures someone made by hand. It just arrives a little broken: hairline cracks, a few small holes, a floating speck, UV islands that overlap or sit outside the texture. This template fixes those and nothing else. The model keeps its triangles, its UV seams and its textures, and comes out with every island inside the texture and none overlapping.

  1. On the start screen, click Clean & Repack under Create from Template. The new project opens on a small sample model that comes with Forge, and cooks. It is named Clean & Repack; rename it any time by clicking its name in the menu bar.
  2. The Import node is selected: choose your model’s .glb under File there, and the chain cooks again on it. Or drop the .glb on the card in step 1 to start with it straight away. Starting from File ▸ New from Template ▸ Clean & Repack instead, you name the project first; it opens on the same sample.
  3. Wait for the chain to cook. The viewport shows the Bake node: your tidied model, exactly as it will export.
  4. On the Transform node, set Fit length to the model’s real height, or turn Fit size off if the model already has its real size.
  5. On the Export node, choose a file inside your game project and click Export.
  1. Import

    Load the model.

  2. Transform

    Give it its real size and stand it on the ground.

  3. Clean

    Weld cracks and remove floating specks.

  4. Fill Holes

    Cap the small holes.

  5. Pack UVs

    Lay its UV islands out inside the texture.

  6. Bake

    Move the textures onto the new layout.

  7. Export

    Write the tidied .glb.

  • Transform comes first, so the sizes after it, such as the largest hole to fill, are in real centimetres.
  • Clean closes hairline cracks, removes faces with no area and deletes floating specks smaller than 1% of the model.
  • Fill Holes caps holes up to 10 cm around. The caps take the texture around their edge. Bigger openings stay open on purpose.
  • Pack UVs lays the model’s own UV islands out again inside the texture. Every island keeps its shape and its seams, and islands that shared texture space come apart.
  • Bake puts the textures back. Moving the islands would leave the old textures in the wrong place, so Bake reads each one from the model before Pack UVs (Fill Holes’ output, its second input) and paints it onto the new layout. Each texture keeps its own size.
  • Export writes the tidied .glb.

No node reduces the model or makes new UVs: the triangle count changes only by what Clean removes and Fill Holes adds.

Use Clean & Repack on a model made for games, such as a store asset, a kit piece or an artist’s model, whose triangles and UVs are worth keeping. It suits a model whose UVs need to be tidy for a lightmap, a texture painter or decals.

Use AI mesh cleanup on a dense, messy model, such as an AI export or a scan. It reduces the model to a triangle budget, makes new UVs and bakes new textures, so nothing of the original layout survives.

Use Merge Parts first when the model is made of overlapping parts that should become one closed surface.

  • Transform ▸ Fit length: the model’s real height. Fit size off keeps the size it has.
  • Clean ▸ Remove small pieces: turn it off to keep tiny separate parts the model means to have.
  • Fill Holes ▸ Max perimeter: raise it to close a bigger gap.
  • Pack UVs ▸ Rotate: turn it off when the direction of a texture matters, such as wood grain or lettering.

Select the Bake node and look at the stats under its parameters: no holes and no small pieces, and the same triangle count as Fill Holes. Pack UVs wears an amber badge saying the textures no longer line up: that is true of its own output, and the Bake after it is what lines them up again.

  • Islands that shared the texture now share its pixels. Each texture keeps its size, so a model whose faces all used the whole texture gives each face only part of it, and the result looks softer. The bigger the original texture, the less you see it.
  • All materials share one layout. Every material’s islands are packed into the same square, so each material’s texture uses only its own islands’ part of it.
  • Three small maps are added per material. Bake also writes metal and roughness, glow and a flat normal map where the model only had plain values. They are 256 by 256 and look exactly like the values they replace.
  • A texture moved by a texture transform is not carried over. Bake leaves it as it was, with a warning, so it no longer lines up after packing. A texture on the model’s second UV set, such as a lightmap, is not affected.
  • An island folded over itself stays folded. Two faces joined along an edge with the same UVs are one island, so their overlap stays.
  • Templates: the other ready-made workflows.
  • Pack UVs: the repack in depth.
  • Bake: how textures are carried onto a new layout.
  • Clean: the repair step in depth.