Mesh decimator: pick a triangle count, keep the shape

Drop a model, choose how many triangles it should have, and get it back at that count with its UVs and skin weights intact. Blender's collapse decimation runs on our server, so a 50 MB scan is fine; the result comes out as GLB, FBX, OBJ or STL, whichever you pick.

Free · no account needed · files deleted after 3 days

Across the whole file. A model already under the count is returned unchanged.

Defaults to the format you dropped, where it is one of these.

What happens to the mesh

The target is a triangle count for the whole file, and every mesh in it is reduced by the same ratio, so a character with a separate hair mesh keeps the balance between the two. Collapse decimation merges edges in order of least visual change, which keeps silhouettes and large flat areas and spends the budget on curved detail. The result is written as triangles, so the number on this page is the number your engine will count.

Texture coordinates follow the surviving vertices, so a textured model stays textured, with some stretching where many triangles became one. Skin weights are carried the same way: a rigged model stays rigged and still deforms, though a joint that was modelled with few loops may bend less smoothly. Hard edges marked in the file are not protected; they survive where the shape makes them survive.

What this tool cannot do

Shape keys stop it

A mesh with shape keys (blend shapes, morph targets) is refused. Decimation changes the vertex list, and shape keys are lists of vertex offsets: there is no honest way to keep both. For a VRM avatar, the VRM optimizer reduces polygons while rebuilding the shape keys; for other files, apply or remove the keys in your 3D tool first.

Textures travel, texture detail does not grow

UVs are remapped, not repainted. On a heavy reduction the texture is stretched across larger triangles and reads softer at grazing angles. The usual fix is a bake of the original onto the reduced mesh, which is a 3D-tool job, not a converter's.

One ratio for every part

A file with a 2-million-triangle body and a 2 000-triangle buckle at a 10 000 target gives the buckle ten triangles. Split the file and decimate the parts separately when the small parts matter.

One job at a time on a shared machine

Jobs run one after another on one converter. A dense model can take a few minutes; a job that needs more than five minutes of Blender time is stopped and reported, not left hanging.

Three days, then gone

The upload and the result are deleted three days after the job, downloaded or not. The page keeps no history: bookmark the download or take the file while it is there.

Frequently asked questions

Why does my file come back unchanged?

It already had fewer triangles than the count you picked. The report says so (facesBefore equals facesAfter and unchanged is true), and the file is re-exported in the format you chose.

Does the rig survive?

Yes. Skin weights are vertex groups in Blender, and collapse decimation interpolates them for every merged vertex. The armature itself is untouched. The deformation at joints gets coarser with the mesh, as it would in any decimator.

Why are shape keys refused instead of dropped?

Dropping them silently would hand you a face that no longer blinks or talks and no warning. The refusal names the mesh and the number of keys, and the VRM optimizer exists for the avatar case.

Are quads turned into triangles?

Yes. The decimator works in triangles and writes triangles, so the count on this page and the count in your engine agree. If you need quads, retopology is the tool, and it is not this one.

What does the triangle count mean for a game?

A background prop is comfortable at 5 000, a hero prop at 25 000, a mobile character at 10 000 to 25 000, a PC character at 50 000 to 100 000. Those are starting points; the LOD generator makes several levels in one go if you are not sure.