Inspect any 3D model — polygon counter, UV, normals
Knowing the triangle count, UV channels and bounding box of an asset before importing it into a game engine saves hours of debugging. This inspector parses GLB, GLTF, OBJ, STL, PLY and FBX and tells you what is actually inside the file.
polygon counter online · 3d model inspector · count triangles glb · fbx polygon count · check triangles obj
Why use the Polygon counter?
The most common reason a 3D asset misbehaves in Unity, Unreal or Godot is not what it looks like — it is what is inside the file. Too many triangles. Missing UV sets. No normals baked. Materials that point to textures the file does not embed. A bounding box twenty times bigger than the rest of your scene.
This inspector is built to answer those questions in two seconds. Drop a model, get a report: triangle count, vertex count, mesh count, materials, UV channels, presence of normals and vertex colors, file size on disk, and the bounding box dimensions. Each polycount is then matched against three real-world budgets — mobile / web (≈ 20k triangles), indie game (≈ 100k), and AAA (≈ 500k+) — so you instantly see whether the asset is ready to ship or needs simplification first.
When you need this
Tips
Common pitfalls
Read these before running the tool — they save hours of debugging.
Triangle count ≠ render cost
A 50k-triangle model with one material renders cheaper than a 20k-triangle model with twenty material splits. The inspector shows mesh count and material count too — use both to estimate draw calls, not just polycount.
Missing normals = flat shading
OBJ and STL frequently ship without baked normals. If the "Normals" row says no, your engine will generate flat (faceted) normals on import. Re-export from your DCC with "Smoothing groups" enabled, or convert through GLB which always embeds normals.
Quads are counted as triangles
The reader triangulates on the fly: a quad-based mesh shows roughly double the triangle count of the source. This matches what your engine sees — engines render triangles, not quads.
Bounding box uses file units
The bounds are reported in the file's own units. FBX often ships in centimetres, GLB in metres, OBJ has no enforced unit. A 100×100×100 bounding box can mean very different things — check the import scale of your engine.
Frequently asked questions
Which 3D formats can the inspector read?
Why does my OBJ show zero normals?
What is a reasonable polygon budget?
Does the polygon counter handle skinned meshes and rigs?
Can I batch-inspect a folder of models?
Related tools
LOD generator
One file in, four levels of detail out, packed in a ZIP with a manifest. Web, mobile, and game presets.
Pivot / origin tool
Move the model origin, recenter, or align to ground without re-exporting from your DCC.
Polygon reducer
Decimate any 3D model to a target triangle count or ratio.
3D viewer
Drop a GLB, FBX, OBJ or STL and preview it. Wireframe, snapshot to PNG / SVG.
Polygon reducer
Drop a 3D model, set a polygon budget, and export a lighter low-poly version.