Mesh Optimizer
Imported clothing is often far heavier than it needs to be — 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 pipeline
Optimizing a mesh runs four stages, in order:
- Cleanup — removes degenerate and unused geometry.
- Weld — merges duplicate/coincident vertices so the surface is continuous.
- QEM decimate — reduces the triangle count using quadric error metrics, which keeps the silhouette and important detail while dropping redundant polygons.
- LOD generation — 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 — 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.
Related pages
- 3D Preview — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
- Building — When your project is ready, hit Build and choose the FiveM target.
- Importing — Select an item and click Import .ydd / .ytd (or right‑click an item → import).
- Interface — The main window is split into three panels.
- Items and Textures — An item is one garment or prop.
- Texture Optimization — Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
- About the Tool — back to the section overview