MeshEdit STUDIO

Low-Poly Modeler, Rigger & GLB Optimizer

Edit, rig and compress GLB game assets online.

Shape low-poly characters and props from scratch or open existing GLB, glTF, OBJ and .blend files in your browser. Unwrap UVs, bake PBR maps, animate rigs and ship meshopt-compressed Three.js assets.

Start modelingOpen GLB, glTF or OBJ

Built for real-time WebGL, WebGPU and game engines

Low-poly sketches & Booleans

Draw 2D polygon silhouettes with instant depth, loft 4–8-corner profile rings for faceted creatures, grow connected limbs from body faces, and combine closed shells with Manifold-backed Boolean union, difference and intersection.

Component edits & modifiers

Select vertices, edges and faces on the base cage for precision transforms, extrusions, insets, convex bevels and quad loop cuts. Stack non-destructive mirror, array, solidify and Catmull–Clark subdivision modifiers.

UV seams, packing & PBR baking

Mark persistent UV seam edges, run angle-limited planar unwrapping, inspect overlap and fold diagnostics, pack UV islands with pixel padding, and bake high-to-low base color, tangent normal, ORM and emission maps.

Skinning, IK & animation clips

Assemble parent-local skeletons, bind smooth 4-influence skin weights, pose two-joint or multi-joint chains with IK, and keyframe sparse Bézier, eased or exact STEP tracks plus contact-checked procedural gait loops.

5-file Three.js game asset packaging & budgets

Every GLB export deduplicates byte-identical vertices and compacts constant or redundant animation samples automatically. Choosing Game checks your asset against adjustable target guidelines before packaging five synchronized files:

  1. asset.glb — evaluated geometry, embedded PBR textures, skins and clips, optionally compressed with lossless EXT_meshopt_compression, plus optional generated LODs (meshLod 0–3).
  2. asset.meshedit.json — the editable MeshEdit project preserving quads, loft sections, modifiers, seams, animation curves and design plans.
  3. asset-report.json — measured visible triangles, material draw calls, decoded texture memory, UV coverage and joint counts against retro, mobile, web or desktop targets.
  4. colliders.json — conservative scene-space rest-pose bounding boxes for quick static prop collision setup.
  5. load-asset.js — a ready-to-import Three.js GLTFLoader + MeshoptDecoder snippet wired to your exported filename.
Preset target Visible triangles Material draws Decoded textures Typical use case
Retro 500 4 256 KiB PS1/N64-inspired props, silhouette-first stylized characters and dense crowds.
Mobile 2,500 6 2 MiB Handheld web games, mobile WebGL scenes and multi-character arenas.
Web 8,000 12 4 MiB Hero Three.js characters, interactive product props and browser worlds.
Desktop 25,000 24 16 MiB Detailed hero assets, close-up turntables and desktop game engines.

Questions and answers

Can I edit an existing GLB, glTF or OBJ file in my browser?

Yes. MeshEdit imports GLB, self-contained glTF and OBJ meshes locally in your browser. Rigid hierarchies, shared meshes, PBR textures and compatible LINEAR or STEP clips import cleanly, and MeshEdit's own polygon-delivery GLBs also restore 4-weight skins and meshopt streams.

What does meshopt compression do to a GLB file?

MeshEdit encodes geometry and animation buffers losslessly with EXT_meshopt_compression while deduplicating identical vertices and compacting redundant animation keys. In Three.js, attach MeshoptDecoder to GLTFLoader — or use the ready-made load-asset.js module included in MeshEdit's game package.

Can I rig and animate low-poly characters directly in the browser?

Yes. Build joint hierarchies, bind meshes with nearest, chain, surface or region weights (up to four joints per vertex), pose limbs with IK, author sparse Bézier/eased/STEP keyframes or procedural gait loops, and export an animated GLB.

What is included in the 5-file Three.js game asset package?

Packaging downloads an optimized animated GLB, the editable .meshedit.json source project, asset-report.json with triangle/draw/texture checks, conservative rest-pose colliders.json boxes, and a Three.js load-asset.js loader configured for meshopt.

Does exporting GLB keep my modifier stack and construction history?

GLB stores evaluated triangles, materials, skins and sampled clips for runtime engines. Always save the .meshedit.json project alongside your GLB so base quads, named loft sections, UV seam intent and editable modifiers remain intact.

Open the Online GLB Editor