I will optimize, fix and prepare 3d models for your games in 10min


About this gig
Are high-poly meshes, raw 3D scans, or AI models causing frame drops in your game?
I specialize in technical 3D asset decimation, topology cleanup, and LOD chain generation for indie developers and game creators. Using an automated Blender pipeline, I convert heavy assets into lightweight, production-ready models while strictly preserving silhouettes and UV maps.
What I Offer:
- Target Decimation: Cut triangles by 70% 95% to meet your budget (Unity, Unreal Engine, Godot, WebGL).
- Mesh & Topology Repair: Fix non-manifold edges, eliminate internal faces, remove isolated vertices, and recalculate flipped normals.
- UV & Texture Preservation: Keep UV islands aligned to ensure textures project seamlessly.
- LOD Chains: Generate clean LOD sets (LOD0 to LOD3) to minimize draw calls and optimize performance.
- Engine Standardization: Reset transforms, center pivot points to the base origin, and apply uniform scaling.
Supported Formats: OBJ, FBX, GLB/glTF, STL, and .blend.
Ready to optimize your assets for peak performance? Send me your files and target budgets!
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know Harris
3D Asset Optimization Specialist
- FromChina
- Member sinceSep 2026
- Avg. response time1 hour
Languages
English, Chinese
FAQ
Will decimation ruin my model's textures and UVs?
No. The optimization process strictly preserves existing UV mapping and material assignments. For high-to-low conversions, normal maps can be baked to retain surface details.
What polygon budget should I aim for in game engines?
Typically 1,500-3,000 faces for props, 5,000-8,000 for standard NPCs, and 12,000-30,000 for main characters. Just let me know your target platform and I can handle the budget.
Are the exported FBX/GLB files compatible with Unity and Unreal Engine?
Yes. The exported FBX and GLB files use standard axis orientations and embedded texture paths, making them ready to drag and drop straight into Unity, Unreal Engine 5, or Godot.
Will the repaired STL slice properly in Cura, PrusaSlicer, or Bambu Studio?
Yes. The STL repair process eliminates non-manifold edges, closes boundary holes, and ensures the mesh is 100% watertight so your slicer won't encounter void or hollow errors[cite: 2, 5].
What if my source file is in a different format?
I natively support OBJ, FBX, GLB, GLTF, and STL[cite: 5]. If your file is in another 3D format, please export it to OBJ or FBX first, or send me a message before ordering.
Can you handle huge models over 5 million polygons?
Yes, typically i can handle any 3D models with as much as polygons but please message me first. Extreme high-poly meshes may require custom decimation passes or section splitting to maintain optimum surface fidelity without crashing the pipeline.
What does the included QA report contain?
You receive an HTML inspection report detailing the exact before/after polygon counts, mesh manifold status, reduction percentage, and render previews for full quality verification.

