Reduce polygons
Simplify heavy meshes while keeping the shape: fewer triangles, lighter files and faster slicing. UVs and vertex colors are preserved.
Simplify heavy meshes while keeping the shape: fewer triangles, lighter files and faster slicing. UVs and vertex colors are preserved.
3D scans, ZBrush sculpts or photogrammetry with millions of triangles.
50%, 25% or a custom value. The split view shows original and simplified side by side.
Fewer triangles = faster slicing, manageable files and smooth viewports.
For a typical part (5–15 cm), 100k–500k triangles capture every detail a 0.4 mm nozzle can reproduce. A 5M-triangle scan doesn't print any better — it just slows everything down.
The algorithm collapses the triangles that contribute least to the shape first (flat areas, redundant density). Up to ~75% reduction the change is usually invisible; the before/after view lets you judge.
Every simplification starts from the original file, never from the previous result — you can try 50%, then 10%, then 25% without stacking loss.
Yes: bringing an asset down to 10–50k triangles makes it real-time friendly. Export to GLB afterwards for an engine- and web-ready file.