Reduce polygons of any 3D model
Drop a 3D model, pick a target triangle count (or a 5–95 % simplification ratio), and download a lighter version. Geometry, UVs and material slots are preserved.
polygon reducer online · decimate 3d model · reduce triangles glb · lower poly count fbx · mesh simplifier online · low-poly converter
Drop a model here, or click to browse
FBX · OBJ · GLB · GLTF · 3DS · Blender — up to 100 MBWhy use the Polygon reducer?
A reduced version of an asset is often what stands between "this scene runs at 12 fps" and "this scene runs at 60 fps". The standard answer used to be: open Blender, install Decimate or MeshLab, fiddle with quadric thresholds, re-export. Three steps too many for a job that should take one drop.
This reducer runs meshoptimizer's quadric error simplification — the same algorithm behind glTF Transform and most AAA game-engine pipelines. UV seams are preserved, material boundaries are preserved, normals can be regenerated post-simplification for clean shading. You pick a target: either an absolute triangle count (e.g. "give me 15,000 triangles") or a ratio (e.g. "keep 25 % of what came in"). The result is exported to the same format you dropped, or any other supported format if you want to convert at the same time.
What survives the reduction depends on the format. Geometry, UVs and normals always pass through. Skinned meshes keep their rig with interpolated weights. Animations are preserved — keyframes are not touched. Morph targets / blend shapes pass through GLB and FBX 7.4+. PBR materials are preserved for GLB / glTF in / out; older formats fall back to their native shading model.
When you need this
Tips
Common pitfalls
Read these before running the tool — they save hours of debugging.
Aggressive reduction collapses fine detail
Below ratio 0.10, quadric simplification folds small features into the surrounding surface. If your model has fingers, teeth, or text geometry, they may disappear. Use a less aggressive ratio for those, or generate multiple LODs and use the lowest only at silhouette distance.
UV seams may visibly shift
The simplifier respects UV seams (it does not collapse across them), but the geometry around the seam changes. Visible texture stretching can appear if your reduction is aggressive AND the texture has high-frequency detail near a seam. Re-bake the texture from the high-poly source for best results.
Skinned mesh weights are interpolated
Bone weights are averaged between merged vertices. At low ratios, expect minor animation jitter. Keep characters and skinned props at 50 % minimum for clean playback.
Triangle count is approximate
A "15,000 triangle target" might give you 14,840 or 15,160. The algorithm respects topology constraints (seams, hard edges) and rounds to the nearest valid configuration. If you need an exact count, output OBJ and re-triangulate the output, or pad the budget.
Frequently asked questions
Which input formats are supported?
Which simplification algorithm does it use?
Are animations and rigs preserved?
What is the maximum file size?
Can I target an exact triangle count?
Will my PBR materials still look right after reduction?
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