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TrueShape

A mesh optimization add-on for Blender. Cut any model down to a triangle budget without moving a single vertex, then bake the fine detail back as a normal map.

License

Total$15.00 USD

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About

Fewer triangles, the same shape. TrueShape cuts any model down to your triangle budget without moving a single vertex, then bakes the fine detail back as a normal map. Thin parts can't shrink, UVs stay exact, and it tells you exactly how much changed.

On a 9-part BMX bike it removed 54% of the triangles with a largest measured surface change of 0.02%, in about 15 seconds.

What's included

  • Reduce: hit a triangle budget across every selected object
  • Bake Detail: one-click normal map from the original
  • UVs, materials, vertex groups, shape keys, modifiers and animation carried over
  • Deviation and angle limits that are never exceeded
  • Illustrated 12-page PDF guide covering every setting

A reducer you can trust with a finished asset

A BMX bike rendered twice: 21,510 triangles on the left, 10,000 on the right, looking the same
  • Nothing drifts: TrueShape only ever removes. Every vertex in the result is one the model already had, so tubes, straps and spokes keep their exact thickness, and fillets stay where they were.
  • You set the limits: every removal is measured against the original: how far it moves the surface and how far it turns it. TrueShape never goes past your limits. If the budget can't be met within them, it stops and says so.
  • Same result every time: run it twice with the same settings and you get the identical mesh, down to the vertex. Iterate on settings knowing the only thing that changed is what you changed.

Reduce

Pick a triangle budget for everything you've selected. TrueShape removes whatever carries the least shape first, across all objects at once, so the budget goes where your model needs it.

  • Whole edge loops go first, keeping clean quad flow.
  • Single vertices where there are no clean loops.
  • Keep Surface Detail: protects bevels, creases and small facets.
  • Protect UVs: keeps every seam exact.
  • Split imports (OBJ, STL, game rips) are welded for you.

Bake Detail

Detail smaller than the new triangles can't survive any reduction. One click bakes it from the original into a normal map on the reduced model.

Four renders of a knight's armour: the original at 604k, 130k keeping surface detail, a plain 50k reduction, and 50k with baked detail
  • Unwraps UVs automatically when the model has none.
  • Wires the map into a copy of the material, so the original stays untouched.
  • 1K, 2K or 4K, baked in Blender's background with its progress bar.
  • A 2K bake from a 604k-triangle character took about 4 seconds.

From dense to game-ready in three steps

  • 1. Pick your objects: one object or fifty. They share one triangle budget and stay separate objects.
  • 2. Set a budget and go: a progress bar shows each stage. Orbit the view while it works; Esc cancels and changes nothing.
  • 3. Put the detail back: if fine surface detail softened, bake it into a normal map from the original.

Your originals are never touched

Each result is a new object next to the original. It carries over everything that makes the asset work in your scene and in your game. A wheel that spun before still spins: every part keeps its own pivot, parent and animation.

The TrueShape panel in Blender's sidebar: Triangle Budget, Max Deviation, Max Angle, Protect UVs, Normals, Reduce, and Bake Detail
  • UV maps, exactly
  • Materials and face assignment
  • Color attributes
  • Vertex group weights
  • Shape keys and their drivers
  • Modifiers, such as Armature and Mirror
  • Marked seams and sharp edges
  • Location, rotation and scale
  • Parent and collections
  • Animation action

Made for finished models

  • Ideal for getting a bought, scanned or AI model under a game budget: Reduce, then Bake Detail if fine surface detail softens.
  • Ideal for building LODs: Reduce the original once per level; each result keeps UVs and materials.
  • Ideal for lightening hard-surface props and kitbash: crisp edges are protected, and flat panels give up their triangles first.
  • Not for clean, even quads for rigging or sculpting: TrueShape keeps your vertices; it does not retopologize. Use a quad remesher for that.

FAQ

Will it ever go over my triangle budget?
No. It stops at the budget. It may stop above it if reaching it would break your limits, and then it tells you which limit stopped it.
Does it change my original object?
Never. Results are new objects called name_low. Undo with Ctrl Z, or delete them and unhide the originals.
Does it work with modifiers and shape keys?
Yes. Each reduced copy keeps its modifiers, unapplied (Armature, Mirror and the rest), and every shape key, exact at the vertices that remain. Multires and hair cannot follow the new faces and are left out, with a warning.
What about normal maps in Unreal?
Blender bakes OpenGL-style maps, which Unity and Godot use too. In Unreal, tick Flip Green Channel on the texture.

Details

Blender
4.2 and later, installed as an extension (tested on 5.2)
Platforms
Windows, macOS and Linux. Pure Python, nothing to compile
Where
3D Viewport › Sidebar (N) › TrueShape
Speed
Roughly 500–800 removals a second: seconds for a prop, a few minutes for a 600k-triangle character
Package
Blender extension (trueshape-0.5.0.zip)
Version
0.5.0
Read the documentation