Reduce polygons

Cut the triangle count of a GLB, GLTF or FBX and keep the textures. Runs in your browser.

What it does

It runs a quadric error decimator over every mesh in your file — the same class of algorithm as Blender’s Decimate modifier, and the one meshoptimizer ships. Each collapse is scored by how far it moves the surface, and the cheapest collapses are taken first, so the silhouette survives long after the triangle count stops being impressive.

The error metric is attribute-aware: it weighs UV distortion and shading normals alongside geometry. That is the difference between a model that just has fewer triangles and one whose texture still lines up afterwards.

What survives

UVs, textures, materials, vertex colours and skin weights all come through — the simplified mesh indexes the original vertices, so anything attached to a vertex is carried with it. A rigged character still animates. A textured prop still looks like itself.

Open surfaces — capes, leaves, flat planes — keep their outline by default, because eroding a border is the one kind of damage a viewer notices immediately. Turn that off if you want the last few percent.

How far can you push it

AI generators (Meshy, Tripo, Rodin) are the extreme case: they routinely ship a hero-quality mesh for a prop, with hundreds of thousands of triangles describing a shape a few thousand would cover. Those models frequently survive 10–20% with nothing visible lost.

Hand-modelled game assets are already close to their budget, and 50–70% is a more realistic floor. Start at 50%, look at the result, and go lower — the tool is free and instant, so there is no reason to guess.

How to use it

  1. Drop your .glb, .gltf or .fbx into the box above.
  2. Pick how many triangles to keep. 50% is a safe first try; AI-generated models usually take far less.
  3. Press Reduce polygons. Everything runs in this tab — the file is never uploaded.
  4. Check the triangle count and file size, then download the GLB.

Questions

Is my model uploaded to a server?

No. The decimator is WebAssembly running in your browser tab. The file never leaves your machine, which is also why it works offline once the page has loaded.

Will it break my rig or my textures?

No. Skin weights, bones and UVs are carried through the simplification, so a rigged, textured model comes out rigged and textured. What changes is the triangle count.

Why is my output a GLB when I uploaded an FBX?

GLB is the format that carries geometry, materials, textures and animation in a single file, and every engine reads it. FBX export is not supported yet.

How is this different from Blender’s Decimate modifier?

The algorithm is the same family. The difference is that this takes ten seconds, needs no install, and does not ask you to learn Blender first.

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