Mesh Optimizer
Imported clothing is often far heavier than it needs to be β duplicate vertices, messy geometry and no LODs. The Mesh Optimizer cleans a model up and cuts its polygon count while keeping it looking right, so your pack streams smoothly in-game.
The Mesh Optimizer is a premium feature.
The pipeline
Optimizing a mesh runs four stages, in order:
Cleanup β removes degenerate and unused geometry.
Weld β merges duplicate/coincident vertices so the surface is continuous.
QEM decimate β reduces the triangle count using quadric error metrics, which keeps the silhouette and important detail while dropping redundant polygons.
LOD generation β builds lower-detail levels the game swaps to at distance.
The decimation is seam- and bone-aware, so UV borders and skinning weights are respected β the model still textures and moves correctly after optimizing.
Before you commit
A live before / after wireframe lets you compare the original and the optimized result side by side. Dial the target in until you're happy with the trade-off between file size and quality before you apply anything.
Applying and undoing
Optimized meshes flow straight into the build and update the live preview immediately.
Every optimization writes a backup (
.optbak). Restore from backup any time to return to the original mesh.
Rule of thumb: optimize your heaviest models (jackets, layered tops, props) first β that's where the biggest size savings are, and where LODs matter most for performance on a busy server.