Оптимизация полигонов 3D-моделей в реальном времени
Оптимизация полигонов 3D-моделей в реальном времени
Tool guide
The input is an OBJ file, the output is the same model with fewer triangles and a smaller file size. The level-of-detail slider updates the result live while the viewport shows exactly where the silhouette starts to break down. That matters when a scan or CAD export weighs tens of megabytes and drags down a Three.js scene or a web configurator. The file is read on your own machine and never uploaded. See also: auto-rig a multi-legged creature skeleton, turn PNG textures into lighter WebP.
OBJ only — the upload field is limited to .obj and the download comes back as OBJ too. Convert FBX, GLB or STL in Blender first via File, Export, Wavefront. Companion MTL material files are ignored; the tool cares about geometry alone.
There is no hard megabyte cap; the limit is tab memory and your GPU. Files in the tens of megabytes usually open, but parsing a text OBJ with hundreds of thousands of faces takes time and a modest laptop may stall. If the page stops responding, close other tabs and try again.
Expect to lose them. Simplification rebuilds triangles, so texture coordinates tear where vertices merge and unwrap seams become visible. The usual order is: simplify the geometry first, then re-unwrap and bake textures in Blender.
There is no universal figure — it depends on the object's role in the scene. Distant background pieces often survive at 5-10 percent of the original mesh, while a prop held in front of the camera is safer around 40-50. Watch the silhouette: once the outline turns angular you have gone too far.
No. The file is read through the browser file API, parsed and displayed by three.js loaded from a CDN, and the download is assembled from data already in the tab's memory. Neither the source nor the result is sent to the site.
That is the source mesh showing its flaws: unwelded vertices, flipped normals, an open shell. Edge collapsing makes those problems worse. Run Merge by Distance and recalculate normals in Blender, and the result is usually clean afterwards.
Yes, that is the point of it: the lighter OBJ imports into Roblox Studio, Unity and Unreal with no extra steps. Just check scale and axis orientation after import, because OBJ carries no units and editors interpret size differently.
Before: Photogrammetry OBJ, roughly 240,000 triangles, a 26 MB file
After: Slider at 25% — about 60,000 triangles, the silhouette holds, fine surface texture is gone
Before: A crate from a CAD export with flat faces triangulated far beyond need
After: Slider at 10% — the box shape is unchanged and the mesh is fine for distant draws
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