Now live · analysis is free

Make messy 3D assets production-ready.

AI-generated, CAD, scanned, or just far too heavy. Upload the file, see exactly what is blocking it, and get back an asset you can ship to Web, Mobile, Unity, Unreal or XR.

01Score, problem list and fix plan before you spend anything
02Upload it as it is: GLB, FBX, OBJ, STL, PLY, STEP or ZIP
03One asset in, a file tuned for the target you ship to
warehouse_scan.glbPhotogrammetry captureexample report
objectwarehouse_scan
verts1,302,441
tris2,412,880
mats41
size186 MB
As uploaded
Readiness
Web82/100
Mobile43/100
XR31/100
2.4M tris12 × 4K maps73 draws
Accepted.glb.gltf.fbx.obj.stl.ply.step.stp.zipQueued.blend.usd.usdzupload it in whatever state it arrived in
01problem_sources4 items

Most 3D assets are not born shippable.

They open fine in a viewer. Then you try to put them on a page, in an engine, or inside a headset, and the download stalls, the frame rate collapses, or the mesh turns inside out. Getting from that file to a usable one is hours of manual work in Blender, per asset, every time.

01AI-generated models

Text- and image-to-3D output arrives as dense triangle soup: no usable UVs, a separate 4K texture per part, geometry that was never meant to be rendered at 60 fps.

02CAD / STEP parts

Parametric surfaces tessellate into millions of triangles and hundreds of separate objects. Accurate for manufacturing, unshippable for a product configurator.

03Photogrammetry and scans

Millions of triangles, giant texture atlases, holes, floating fragments and flipped normals. Great capture, not a realtime asset.

04Marketplace and handoff files

Oversized GLB and FBX built for offline renders: 4K maps everywhere, dozens of materials, no LODs, and a download nobody on mobile will wait for.

02pipeline4 stages

Upload → Analyze → Fix → Export

Four steps from the file you were handed to one you can ship. Watch it run, or come back when it's done.

01Upload

GLB, FBX, OBJ, STL, PLY, STEP or a ZIP of the whole thing. No cleanup pass first.

02Analyze

Free. Readiness per target, full geometry and texture breakdown, every problem found.

03Auto-fix

Geompact picks the strategy, repairs the geometry, and rebuilds the asset to budget.

04Export

A verified, platform-ready file, plus the original, always downloadable.

03analysis_reportcost: free

See what is wrong before you pay for anything.

Every upload gets a readiness score per target, the numbers behind it, the problems found, and the fix Geompact would run.

warehouse_scan.glbPhotogrammetry captureexample reportfree
Readiness by target
Web82/100

Renders fine, but the download is the bottleneck

Mobile43/100

Over texture memory and draw-call budget

XR31/100

Cannot hold a headset frame budget

What's inside
Triangles2.4M
Vertices1.3M
File size186 MB
Textures12 × 4K
Materials41
Draw calls73
Problems found6
  • 2.4M triangles, far past a realtime budget for one object
  • 12 textures at 4096², hundreds of MB of VRAM once decompressed
  • 73 draw calls across 41 near-duplicate materials
  • Flipped normals and non-manifold edges in the scanned shell
  • Loose fragments and holes left by the capture
  • No LODs, so full detail renders at every distance
What Geompact will fix6
  • Reduce to ~180K triangles, silhouette preserved
  • Repack 12 × 4K maps into 3 × 2K atlases
  • Merge 41 materials → 6, draw calls 73 → 9
  • Rebuild normals, weld seams, drop stray fragments
  • Generate 3 LOD levels
  • Export a verified, platform-ready GLB
Predicted after the fix, free to see before you run it
File size
186 MB14 MB
Triangles
2.4M180K
Readiness
Web8297Mobile4391XR3188
Fix my 3D asset

Illustrative report for a photogrammetry asset. Your own numbers come from your file. The analysis, the problem list and this prediction cost nothing.

04fix_pass8 operations

One button. The whole cleanup pass.

No preset to choose and no slider to guess at. Geompact decides what the asset needs, does it, and checks its own work.

Picks the strategy

A CAD part, a photoscan and a character need different treatment. Geompact reads the asset first, then decides.

Repairs the geometry

Flipped normals, degenerate faces, duplicate vertices, loose fragments, all cleaned before anything is reduced.

Cuts the polycount

Reduction targeted at the budget for your platform, with the silhouette and hard edges preserved.

Rebuilds textures and materials

Oversized maps resized and repacked, duplicate materials merged, draw calls brought down.

Generates LODs

Distance levels so the full-detail mesh is not what renders across the whole scene.

Converts the format

STEP or FBX in, engine- and web-ready output, without a manual round trip through a DCC tool.

Verifies the result

The output is re-analyzed and scored, so you see what changed instead of trusting the run.

Hands back a shippable file

Tuned to one target, previewable in the browser, downloadable or shareable as a link.

And you can still steer it.

The automatic plan is a starting point, not a black box. Set a triangle budget, hold a texture resolution, protect a part of the mesh, all in plain words, before or after the run.

Every decision is shown with the reason behind it
Constrain the plan before it runs, or adjust and re-run for half the tokens
Every version is kept, so you can compare and roll back
consoleplain language, before or after the run
»
05use_cases5 items

What people put through it

Same funnel every time: the asset that can't ship goes in, the one that can comes out.

AI-generated modelProduction asset

Take generator output straight to something that renders in a real scene: clean topology, sane materials, a realtime budget.

STEP / CAD partWeb & realtime engines

Tessellated engineering geometry reduced and merged into a configurator- or engine-ready mesh instead of hundreds of separate objects.

Oversized GLB / FBXWeb

A download visitors will actually wait for: reduced geometry, repacked textures, fewer draw calls, same look on the page.

Photogrammetry scanXR

Capture data brought inside a headset's frame budget: holes closed, fragments dropped, triangles and texture memory cut to fit.

Heavy assetMobile

Texture memory, material count and mesh weight pulled down to what mid-range phones can hold without dropping frames.

06before_after3 models · 1 live

Real files, loaded in your browser

Open the original and the fixed asset side by side: 35 MB against 6 MB, same look. Switch models to see the same story on heavier assets.

Product modelsneaker_v2.glbShopify product page
(1)originalNot shippable
takeoriginal
size35 MB
open in browser
83%smaller file~71% fewer tris
(2)optimizedProduction-ready
takefixed
size6 MB
open in browser
Model: "Warrior Sneaker" by kunyong_Chen · Modified (optimized) · CC BY 4.0
07load_cost4G · cold cache

The pixels are identical. The wait isn't.

Same model, same look, first load side by side. Weight is the part your users actually feel.

first load · sneaker≈ values · 4G, cold cache
6 MB1.5s
35 MB9.0s
08free_boundary2 free · 1 metered

Everything up to the fix is free.

The analysis, the problem list, the plan and its predicted result cost nothing. Tokens are spent on the one thing you actually choose to run.

Free

The full analysis

Readiness per target, geometry and texture breakdown, and every problem found in the asset.

Free

The fix plan and its prediction

What Geompact would do, the expected size and quality, and the exact token cost, before you commit.

On run

The fixed asset

The real production-ready file, previewable and downloadable, the moment you run the fix.

Re-runs cost 50%Every result is versionedYour original is always downloadable
Analyze your own asset for free400 tokens a month · no card
09developer_api3 in build

Automate 3D asset processing through the API.

Most people work in the app. If assets arrive continuously, whether from a generator, a scanner rig, or a supplier feed, wire the same pipeline into your own.

REST APIsoon

Submit an asset, poll the job, pull the analysis and the result. The same pipeline the app runs.

Webhookssoon

Get called back when a job lands instead of polling for it.

CI-friendlysoon

Gate a build on a readiness score, or process an incoming batch before it reaches your bucket.

Durable jobs

Runs survive a closed browser and retry on failure, with full history per asset.

API and webhooks are in build for paid plans. Ask for early access →

10pricing2 plans

Analysis is free. You pay for fixes.

Start on Free: 400 tokens a month, around 10 fixes, no card. Upgrade when the volume needs it; re-runs always cost 50%.

Free
Free

Analyze anything, fix ~10 assets a month

Start free
ProRecommended
$39 / mo

Freelancers and studios shipping regularly

Start Pro

See full plan details →

11faq9 entries

Common questions

runanalyze()400 tokens a month · no card

Give it your worst asset.

Analysis costs nothing. Upload the file and see the score, the problems and the plan. Fix it when the plan looks right.