Free polygon reducer, No sign-up

Fewer triangles, same look. Cut a model down to the count you need, in your browser, in seconds, with the shape change measured. A GLB keeps its textures and can come out as a LOD pack.

Drop a 3D model

  • STL
  • OBJ
  • PLY
  • GLB
  • glTF

Nothing is uploaded. The file stays on your device.

How it works

This is quadric mesh simplification, the method game engines use for their own levels of detail. It merges pairs of vertices, cheapest first, where cheapest means the surface moves least. Flat areas lose triangles first and sharp edges are kept, which is why a chest reduces beautifully and a smooth sphere shows facets sooner.

The presets are the usual jumps, half, a quarter, a tenth and a fiftieth; for an exact budget, type the triangle count. The toggle under the viewer flips between the original and the result. The tutorial on reducing polygons for games walks through picking a count and making levels of detail.

When reducing is not enough

If a low count looks lumpy, remesh it instead: a new, even mesh with the detail baked into a normal map holds up far better at a few thousand faces. If the file is for the web, compress the GLB next; resized textures and packed geometry usually halve it again. Both are tabs on this window, and the model goes with you.

Questions

How far can I reduce a model?
Watch the deviation: how far the surface moved, as a share of the model's size. Under 0.5% is invisible, under 2% is fine for anything not seen up close, above that the shape starts to change. A generated or scanned model usually keeps its look at a quarter or a tenth of its triangles.
Are the textures kept?
Yes, for a GLB. The UVs and materials stay as they were and only the triangles between them are merged, so the textures still line up. STL and PLY carry no textures to keep.
Will it make my STL file smaller?
In proportion. A binary STL stores every triangle in 50 bytes, so a model at a quarter of the triangles is a quarter of the size. Slicers are happy with far fewer triangles than a scan or a generated model has.
Can I reduce to an exact triangle count?
Yes. Type the count next to the slider, 5000 for a game prop for example, and it becomes the target. The result lands close to it; UV seams on a textured GLB can hold it a little above.
Can it make LODs for a game?
For a GLB, yes: Download LOD pack gives one GLB with the model at 100%, 50% and 20% of its triangles, in nodes named _LOD0, _LOD1 and _LOD2 that share one set of textures. Its origin follows the Origin setting: as in the file by default, or bottom centre so every level stands on the floor.
Reduce or remesh?
Reduce merges the triangles the model already has, in seconds, in your browser; the layout stays as uneven as it was. Remesh lays a new, even grid of quads or triangles over the shape and bakes the detail into a normal map. Reduce for a quick lighter file, remesh when the topology matters.
Is my file uploaded?
No. The model is read and reduced in your browser and never leaves your device.
Do I need an account or to sign up?
No. There is no sign-up, no login and no email, and no limit: the tool runs in your browser, so there is nothing to meter. Use it as often as you like, on as many files as you like.

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