Polygon reducer

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 MB

Why 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

Cut a 200k-triangle Sketchfab download to a mobile-friendly 20k
Hit a target triangle budget across an asset set for a game build
Generate a far-LOD silhouette from a hero model in one drop
Lighten a photogrammetry scan before importing it into your engine
Reduce a scanned object for AR / WebXR where every triangle counts
Prepare a Sketchfab upload that respects their polygon cap

Tips

For asset-store models headed to Unity / Unreal, the 0.25 default is usually right. Halve the polycount, keep the silhouette.
If your engine has LOD support, generate a chain with the LOD tool instead of doing one big reduction.
Going below 0.10 ? Inspect the result visually first — the reducer's preview shows before / after side by side so you can catch detail loss before exporting.
For static scenery, output GLB — it compresses 2–3× smaller than the FBX equivalent and ships PBR natively.
For batch reduction across many files, use the REST API: same algorithm, up to 32 files per request.

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?
FBX, OBJ, GLB, glTF, 3DS and Blender (.blend). Output: any of GLB, glTF, OBJ, FBX, 3DS (subject to format capability — e.g. you cannot export FBX from a Blender source with PBR if downstream consumers expect Phong).
Which simplification algorithm does it use?
meshoptimizer's quadric error metric simplifier — the same algorithm behind glTF Transform, Sketchfab's mesh optimization, and many production game-engine pipelines.
Are animations and rigs preserved?
Yes. Keyframe animations are passed through untouched. Skinned rigs are preserved with interpolated weights at merged vertices. For best playback quality, keep skinned characters above 50 % ratio.
What is the maximum file size?
Up to 100 MB. For larger files or batch processing, use the REST API which handles files up to 1 GB and accepts up to 32 files per request.
Can I target an exact triangle count?
You can target a count (e.g. 15,000) or a ratio (e.g. 25 %). The algorithm aims for the target but may land within ±5 % due to topology constraints (UV seams, material boundaries). Pad the budget if you need a hard upper bound.
Will my PBR materials still look right after reduction?
For GLB / glTF in and out: yes, PBR materials and textures are preserved. For format-crossing reductions (e.g. GLB → FBX), PBR falls back to FBX's Phong shading, though the textures themselves stay embedded.

Related tools

Need to do this from your backend? See the API.