3D Model Compression

All-in-one 3D optimization: mesh simplification, texture compression, and Meshopt or Draco for glTF. Downloads stay in your original format.

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About This Tool

The full compression pipeline: mesh simplification, glTF container encoding (Meshopt by default, or Draco, mutually exclusive), and texture scaling/transcoding (WebP/JPEG/KTX2). Supports GLB, GLTF, OBJ, FBX, STL, PLY. Output matches input format; glTF inputs deliver an optimized GLB. The whole pipeline runs locally in your browser.

How to Use

  1. 1

    Load Heavy 3D Asset

    Import GLB or glTF models that exceed target web or mobile size limits.

  2. 2

    Apply Draco Compression

    Enable Draco geometry encoding to compress vertex positions, normals, and UVs.

  3. 3

    Decimate Mesh Vertices

    Reduce polygon count with error threshold controls to lower GPU raster load.

  4. 4

    Download Optimized GLB

    Export optimized web-ready GLB asset with up to 90% reduced file size.

Frequently Asked Questions

View all FAQs

How is this tool different from vertex-only or texture-only compressors?

It applies the full optimization stack in one pass: mesh simplification, texture resizing/compression, and Meshopt or Draco encoding for glTF. Vertex-only tools skip textures, while texture-only tools skip geometry reduction. For the largest possible size reduction, this is the complete package.

What format will I get when I download?

By default you get the same format you uploaded: STL stays STL, OBJ stays OBJ, FBX stays FBX, and PLY stays PLY. GLB/GLTF inputs export an optimized GLB, which is the only case where the container changes.

Can I enable Meshopt and Draco at the same time?

No. They are mutually exclusive on the same geometry. Use either Meshopt (the default, recommended for web) or Draco for maximum compression, but not both. If you still need a smaller file, increase the simplification strength or compress textures first.

How much can the model be reduced?

Results vary widely: simple models may shrink by 30-50%, while complex textured models can reach 70-90% with simplification, container encoding, and texture compression all enabled.

Which texture format is best for the web?

WebP offers the best compression ratio, roughly 30% smaller than JPEG at the same visual quality, and is supported by all modern browsers. Use JPEG for maximum compatibility, PNG for lossless or transparency needs, and KTX2 when your engine supports GPU-ready textures.

Can I compress several models at once?

Yes, use the batch model compression tool to apply the same settings to many files.

What each compression option does

The options work on different parts of the model, and some need support in the app that opens the file.

Changes the shape?Applies toNeeds app support?
Mesh simplificationYes, removes trianglesAll formatsNo
MeshoptNoGLB outputYes, the app must read Meshopt-compressed glTF
DracoNoGLB outputYes, the app must read Draco-compressed glTF
WebP or JPEG texturesNo, image quality onlyModels with texturesWebP is read by all modern browsers
KTX2 texturesNo, image quality onlyGLB outputYes, many apps and image viewers cannot open it

About Configuration Options

Vertex / Geometry

OptionWhat it doesDefault / range

Mesh Simplification

Reduces the number of faces and vertices using mesh simplification. Default medium strength; increasing strength shrinks file size further but may lose surface detail. Only affects geometric density, not the container format.50%0% – 100% · step 5%

Meshopt Compression

Applies EXT_meshopt_compression to glTF/GLB, compressing geometry buffers without changing face count. Enabled by default for runtime-friendly loading. Mutually exclusive with Draco. Not used for non-glTF outputs like STL, OBJ, or FBX.
  • OnRecommended: Default. Enables Meshopt container compression.
  • Off: Do not write Meshopt extension.
On

Meshopt Level

Controls Meshopt encoding strategy. Default 'High' generally yields smaller size and enables attribute filters, suitable for most web scenarios. 'Medium' applies more uniform quantization across attributes, which may be preferred by conservative toolchains.
  • HighRecommended: Default. More aggressive compression with filters, usually smaller.
  • Medium: More uniform quantization; compression ratio is usually slightly lower.
High

Draco Compression

Applies KHR_draco_mesh_compression to glTF/GLB. Often yields smaller files than Meshopt but with higher decoding overhead. Disabled by default; mutually exclusive with Meshopt. Not used for non-glTF outputs.
  • OffRecommended: Default. Do not write Draco extension.
  • On: Enable Draco (disables Meshopt).
Off

Compression Strength

Draco encode/decode speed trade-off, range 1, 10. Higher values favor smaller size at the cost of encode speed. Default 6 is suitable for most models.61 – 10

Encoding Method

Draco topology encoding method. Default Edgebreaker typically gives better compression for triangle meshes. Sequential can be more suitable for ordered strips or point sequences.
  • EdgebreakerRecommended: Default. Best for common triangle meshes.
  • Sequential: Suitable for ordered strips and special topologies.
Edgebreaker

Quantization bits (advanced)

Shown under Advanced settings in the UI. Vertex attribute precision when Meshopt or Draco writes glTF. Defaults: position 14, normal 10, UV 12. Lower bits shrink files more but raise crack, shading, or UV artifact risk.

Position Bits

Quantization bits for POSITION attribute (8, 16). Default 14 balances file size and cracking risk. Too low may cause gaps or jitter.148 – 16

Which settings fit your goal?

What is the model for?

A website or web 3D viewer

Use Meshopt with WebP textures, and add light simplification if the model is still heavy.

3D printing (STL)

Only simplification applies. Keep it light and check small details in your slicer.

Sending by email or chat

Simplify and shrink textures until the file is small enough to send.

Keeping an archive copy

Skip simplification so no detail is lost; compress textures only.

Model|Open With: Windows 3D Viewer、Blender