Reduce polycount without breaking UVs
Reduce polycount without breaking UVs
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LOD1 reduce %
LOD2 reduce %
LOD3 reduce %
LOD4 reduce %
LOD5 reduce %
What is this tool
Generate a simple LOD chain (LOD1–LOD5) for your mesh. Set a reduction target for each level, preview the result, then export the full set.
Fast setup
- Start with these defaults: 50 / 75 / 88 / 94 / 97% (LOD1 → LOD5).
- After you change targets, regenerate, then rotate the model and compare silhouettes.
- If a LOD falls apart (holes, thin parts disappearing, messy shading), lower that level's reduction and regenerate.
What to check
- Silhouette from a few angles (front, side, 3/4).
- Shading on hard edges and tight curves.
- Thin details like antennas, straps, cables, and wires.
Tip: Export GLB for the most consistent single-file handoff.
Tutorial
Watch a quick YouTube walkthrough for this tool.
Frequently Asked Questions
Reduction targets, exports, and common issues.
What does “reduce %” mean?
It's how aggressively that LOD is simplified. Higher % removes more triangles (more decimation).
Will UVs and materials be preserved?
UVs and material assignments are preserved when the export format supports them. With heavy reduction, UVs can stretch-always inspect the LODs in your target app/engine.
Why do I see shading artifacts on hard-surface parts?
Decimation can change vertex normals around sharp edges and tight curves. Use lighter reduction for hard-surface LODs, or supply custom LODs for hero assets.
Do I need to regenerate after changing percentages?
Yes. Changing the targets doesn't rebuild automatically-run the generation step again to update the LODs.
Are my files uploaded to a server?
No. Everything runs locally in your browser-files aren't uploaded.
