Mesh Tools

Process, optimize, and repair 3D meshes. Generate LOD chains, decimate polygon counts, fix non-manifold geometry, recalculate normals, and bake high-poly detail to low-poly meshes. Essential for game optimization and 3D printing prep.

All Mesh Tools

5 tools

Everything you need for mesh processing and optimization. From LOD generation and polygon reduction to geometry repair, normal recalculation, and high-poly texture baking. Cloud processing handles heavy meshes regardless of your device.

Mesh Workflows

Common mesh processing pipelines using Geometry Labs tools.

Game LOD Pipeline

Upload high-poly source mesh
Generate LOD chain with LOD Generator
Fine-tune specific levels with Mesh Decimator
Bake normals with Texture Baking
Import LOD group into game engine

3D Printing Prep

Import scanned or CAD-exported mesh
Run Mesh Repair for watertight geometry
Recalculate normals for proper slicing
Decimate to target poly count if needed
Export STL for Cura or PrusaSlicer

Scan Cleanup

Import photogrammetry or 3D scan
Repair holes and non-manifold edges
Recalculate smooth normals
Decimate for manageable poly count
Bake scan detail to low-poly with Texture Baking

Asset Optimization

Analyze mesh complexity
Decimate to mobile/console poly budget
Verify normal orientation with Normal Recalculate
Generate optimized LOD variants
Validate in target engine

Supported Mesh Formats

Import and export across all major 3D mesh formats for game engines, 3D printing, and DCC tools.

Import Formats

OBJ (.obj): Universal mesh with UVs and materials. FBX (.fbx): Industry standard with animation data. GLTF/GLB (.gltf/.glb): Web-optimized PBR meshes. STL (.stl): 3D printing format, ASCII and binary. PLY (.ply): 3D scanner and photogrammetry data. DAE (.dae): COLLADA interchange format.

Export Formats

OBJ: Recommended for general editing and interchange. FBX: Best for game engines with animation. GLTF/GLB: Optimized for web and real-time rendering. STL: For 3D printing and rapid prototyping. All exports preserve UVs, normals, and vertex attributes.

Frequently Asked Questions

Yes, basic mesh tools are free with a daily usage limit of 3 operations per day without an account. Mesh Decimator and Normal Recalculate are free tools. Advanced tools like LOD Generator, Mesh Repair, and Texture Baking require a Basic, Pro, or Team subscription. Visit our Pricing page for full details.
Our Mesh Decimator uses quadric edge collapse decimation, which intelligently reduces polygon count while preserving the model's visual silhouette. It respects UV boundaries, normal seams, and vertex attributes so your textures and shading remain intact after reduction. Set a target percentage or absolute vertex count for precise control.
LOD (Level of Detail) chains are multiple versions of the same mesh at different polygon counts. Game engines switch between them based on camera distance. High detail up close, lower detail far away. This dramatically improves rendering performance without visual quality loss. Our LOD Generator creates chains with 3-5 levels at configurable reduction percentages for Unity, Unreal, and Godot.
Recalculate normals whenever you see incorrect lighting, dark patches, or visible seams on your mesh. Common scenarios: after merging meshes from different sources, after 3D scanning, after CAD-to-mesh conversion, or when importing models that render with flipped shading. Our Normal Recalculate tool can compute smooth, flat, or custom-angle normals.
Mesh Repair automatically detects and fixes non-manifold edges, holes in the mesh surface, flipped face normals, zero-area (degenerate) triangles, and duplicate or isolated vertices. It produces watertight meshes suitable for 3D printing, boolean operations, and game engine import. Results include a repair report showing what was fixed and what remains.
Texture Baking transfers surface detail from a high-poly source mesh to a low-poly target mesh as texture maps. It generates normal maps (tangent-space surface detail), ambient occlusion maps (self-shadowing), curvature maps (edge and cavity detection), and displacement maps. These maps let your low-poly mesh render with the visual detail of the high-poly original in any PBR engine.
Import: OBJ, FBX, GLTF, GLB, STL, PLY, DAE. Export: OBJ, FBX, GLTF, GLB, STL. All conversions preserve UV coordinates, vertex normals, and material associations. For best results, use OBJ or FBX for general mesh processing, and STL for 3D printing workflows.
Yes, all meshes processed by Geometry Labs tools are yours to use in any project, commercial or personal, with no attribution required. We do not claim any ownership or rights over your processed models. See our Terms of Service for full details.

Support the Development

Geometry Labs is built and maintained by a solo developer and 3D enthusiast. Your subscription directly funds server costs, format research, and new tool development.

Basic
€3.67/month

20 operations/day, 100MB files, all tools access, no ads, priority processing.

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Pro
€9.19/month

Unlimited everything. 500MB files, batch processing, API access, no ads.

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Team
€22.99/month

Everything in Pro for up to 5 members, team workspace, admin dashboard, priority support.

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