OBJ File Size Reducer
Reduce an OBJ to the size you need and get an OBJ back. Groups, materials, UVs and normals are kept and UV seams locked; set the maximum MB and the result lands just under it.
We aim for exactly this size. Quality-preserving quadric decimation stops as soon as the file fits. If the mesh cannot be reduced further without breaking, we return the smallest safe result.
Your file is uploaded to our server to be processed, so it does leave your device. Temporary files are removed as soon as processing finishes, and the uploaded original is deleted automatically within 120 minutes at the latest. Nothing is stored permanently.
About
OBJ files get big for one reason: they are text. Every vertex, texture coordinate, normal and face is a line of decimal numbers, so a Meshy or Tripo export, a photogrammetry scan with its texture or a sculpted Blender asset easily passes 100 MB. At that size uploads time out, Unity and Unreal take ages to import the file and web viewers stall. Converting to STL makes it smaller but throws away the texture mapping and the materials. This page keeps it an OBJ: pick a size in MB, drop the .obj, and get an .obj back that lands just under that size: between 98.5 and 100 percent of it.
What survives the reduction: object and group names (o and g), material assignments (usemtl) and the material library line (mtllib), smoothing groups, texture coordinates and normals. UV seams are locked while triangles are removed, so the texture still lands where it did. The .mtl file and the texture images never leave your computer: material names and the mtllib line do not change, so the reduced OBJ picks them up again as soon as it sits in the same folder. Coordinates are written with the precision your file already had, so the result does not grow from extra digits.
AI-generated models from Meshy, Tripo or Rodin come with a baked texture and far more triangles than they need; the reduction thins the flat areas, keeps the silhouette, and the locked seams keep the bake in place. OBJs with texture coordinates, normals or vertex colours all keep their seams locked, so game and AR assets get the budget you set per model without the texture tearing. OBJs without any of those, the usual case in 3D printing, go through the same quadric decimation as the STL Compressor and come out with the same quality. The work runs on a native C++ engine on our server, and when a target cannot be reached you get the smallest version that keeps the model intact, with the report saying so.
Files up to 300 MB upload in chunks and are deleted within 15 minutes of your download, at most 120 minutes if you never download. One OBJ up to 50 MB a day is free; a credit pack, a 24-hour pass or a subscription covers larger and further files, shared with the STL Compressor. If the OBJ is broken rather than heavy, with holes or non-manifold edges, OBJ Repair fixes it and keeps it an OBJ.
How it works
- 1Drop your .obj (up to 300 MB) on the upload area.
- 2Set the target size in MB or pick a preset.
- 3Start the reduction; the report shows size and triangles before and after.
- 4Download the reduced .obj and keep it in the folder with your .mtl and textures.