Reduce polycount without breaking UVs

Reduce polycount without breaking UVs
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LOD1 reduce %
LOD2 reduce %
LOD3 reduce %
LOD4 reduce %
LOD5 reduce %
Separation
Export format

Tutorial

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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.