Mesh Repair

Fix non-manifold edges, holes, flipped normals, zero-area faces, duplicate vertices, and degenerate geometry. Essential for 3D printing prep and clean game asset topology.

Drop your broken mesh file here

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

Related Tools

Mesh Decimator
Reduce polygon count while preserving silhouette and UVs.
LOD Generator
Generate multi-level LOD chains for game engine optimization.
Normal Recalculate
Fix inverted or inconsistent normals for proper lighting.

Frequently Asked Questions

The repair tool detects and fixes: Non-manifold edges (edges shared by more than 2 faces, causing broken geometry). Holes (open boundaries where the mesh isn't sealed). Duplicate vertices (coincident points that aren't merged). Zero-area faces (degenerate triangles collapsed to a line or point). Inverted normals (faces pointing the wrong direction). The result is a clean, watertight mesh ready for 3D printing, boolean operations, or game engines.
Watertight (manifold) meshes define a valid solid volume — every edge belongs to exactly 2 faces, there are no holes, and the surface completely encloses a volume. This is required for: 3D printing (slicers reject non-manifold files), Boolean/CSG operations (require clean volume definitions), and Physics simulation (convex decomposition needs watertight input). Game engines are more forgiving but non-manifold geometry can cause rendering and collision glitches.
Yes. 3D scans commonly have holes (from occlusion), overlapping surfaces, noise, and non-manifold edges. The repair tool can fill holes, remove floating fragments, merge close vertices (using a distance threshold), and create a watertight result. For heavily damaged scans, try running repair multiple times with different settings.