Mesh Decimator

Reduce polygon count while preserving silhouette, UV boundaries, normal seams, and vertex attributes. Perfect for LOD generation and optimizing high-poly meshes for game engines.

Drop your mesh file here

browse or drag & drop — OBJ, STL, PLY, FBX, GLTF/GLB

Related Tools

LOD Generator
Generate multi-level LOD chains for game engine optimization.
Mesh Repair
Fix holes, non-manifold edges, and degenerate geometry.
Normal Recalculate
Fix inverted or inconsistent normals for proper lighting.

Frequently Asked Questions

Mesh decimation uses quadric error metrics to calculate how much visual error each edge collapse would cause. Edges with the lowest error are collapsed first, removing triangles while keeping the overall shape intact. Boundary edges, UV seams, and normal splits are weighted higher so they're preserved longer. The process repeats until the target triangle count is reached.
70-80%: Nearly identical, subtle simplification. 50%: Standard LOD1, very close quality. 25%: LOD2, some detail loss but good shape. 12%: LOD3, simplified silhouette still recognizable. 5-10%: Distant LOD4, silhouette only. Below 5% may lose the overall shape entirely.
Yes. The decimator preserves UV boundaries, texture seams, normal splits, and material boundaries. Multi-material meshes keep their correct material assignments. Vertex colors are maintained. This ensures the decimated mesh continues to use the same textures and materials without visible seams or stretching.