OBJ Vertex Compression

Reduce polygon count and keep OBJ output.

Workspace

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About This Tool

Geometry simplification for OBJ. Meshopt/Draco do not apply (glTF-only). Output remains OBJ (with MTL/textures when present). Local processing. OBJ decimation is controlled by a single target ratio, so you can trade detail for size in one step.

About Configuration Options

Vertex / Geometry

Mesh Simplification

50%0% – 100% · step 5%
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.

Frequently Asked Questions

View all FAQs
Q

Is the download still OBJ?

A

Yes, the result stays OBJ (packaged as a ZIP when MTL and textures are present), not converted to GLB. Geometry is simplified in place so the OBJ pipeline and downstream tools keep working.

Q

Why is OBJ limited to mesh simplification?

A

Meshopt and Draco are glTF container extensions, so they don't apply to OBJ. OBJ compression relies on mesh simplification only; combined with the smaller vertex/face data, dense OBJ files still shrink noticeably.

Q

Can an OBJ with MTL and textures be compressed?

A

Yes. The geometry is simplified while MTL, textures, UVs, and materials remain unchanged, and the output is an OBJ package (ZIP). Upload the MTL and textures together so references resolve correctly.

Q

Can the OBJ text format itself be compressed?

A

OBJ is a text format whose size comes mainly from vertex and face data. Reducing the number of faces is the direct and effective way to shrink it: the output is an optimized OBJ or ZIP package, still in text form.

Q

Will compression affect visual quality?

A

Lower intensity keeps more detail at the cost of a larger file; higher intensity removes more faces and can flatten curves. Use the real-time preview to compare before and after: dense sculpts tolerate stronger decimation before silhouettes degrade.

Q

Will UV coordinates and textures stay mapped?

A

Yes. Simplification changes topology but keeps the UV coordinates of the remaining faces, so the existing MTL and textures continue to wrap correctly. Spot-check UV seams and stretched areas in the preview.