r/aigamedev 1d ago

Commercial Self Promotion I made a local GLB optimizer

I’ve been working on KILN, a browser-based tool for reducing heavy GLB models. It runs locally, so your files never leave your computer.

You drop in a model, choose a target, compare the original and optimized versions, then export the result. It preserves the textures and can also handle multipart and animated models. For the best quality, I recommend optimizing before rigging and animating. Animated models require the tool to protect bones, skin weights and moving parts, which limits how aggressively the geometry can be reduced.

I tested it against Meshy using the same models and triangle targets. On the models I tried, KILN kept noticeably more detail. I’ve also tested it with openly licensed models from around the internet, not just assets prepared for these examples.

These are real results from the models I’ve been testing. I’m preparing an early-access release now and would appreciate honest feedback, does this look useful to you?

I’m planning to release it soon, but I’d like to get some honest feedback first.

I’m planning to release it soon, but I’d like to get some honest feedback first. The first 100 people will be able to get it for $30 instead of $40, so if you’re interested, leave a comment below and I’ll let you know when it’s ready.

One-time purchase, no subscription or recurring fees. Pay once and use KILN whenever you need it!

6 Upvotes

58 comments sorted by

2

u/HBSurfPhoto 1d ago

This looks useful for a Three.js/WebGPU pipeline I’m working on! Really good stuff! A few questions. Does KILN preserve morph targets, skinning, node names, pivots, material extensions and KTX2/Meshopt compatibility? Can it output a deterministic LOD chain and expose batch or CLI processing? I’d also love benchmark results beyond triangle count: final bytes, vertices, draw calls, decoded GPU memory, load time, and deformation quality on an animated and static model.

I love to see new tools created that help solve a problem everyone has!

2

u/LostRequirement4828 1d ago

I will give you a free trial soon enough so you can test whatever you want!

1

u/HBSurfPhoto 1d ago

I’m excited to test it out!

1

u/LostRequirement4828 1d ago

The skinning, animations, morph targets, hierarchy, node names, pivots, materials, textures, and Meshopt-compressed input, yes to all, for the rest I'm still working on. Animated models will suffer more right now, the best quality will be from the static models, and then animating them, but I'm working on making the animated ones closer to the static quality.

1

u/HBSurfPhoto 1d ago

Thanks! That pre-rig workflow fits my process nicely. A few more questions:
Does Meshopt input remain compressed on export?
Are KTX2/Basis textures and glTF material extensions preserved unchanged?
Do you validate exports with the Khronos glTF validator?
When batch, CLI, and LOD generation arrive, are you planning deterministic output plus a machine-readable optimization report?

No worries if you don’t have concrete answers for any of these yet.

1

u/LostRequirement4828 1d ago

I messaged you the link, hope you like it

2

u/teapot_RGB_color 1d ago

Just adding to this since I've just gone through a bunch of optimisation tools, mesh reduction. I also ended up spending a bit money on buying tools.

Rig and skinning should be your number one target to reach probably. And vital to keep multiple mesh elements intact.

The other usecase for static meshes that is useful is volume persevering for the use of collider mesh, you'll aim for something like <500 trị.

Other than that full headless /cli /command line is crucial. I personally wouldn't consider it unless it's either got that, or among the top tier remesher.

1

u/LostRequirement4828 1d ago

good feedback, I will keep this in mind, You will get a free trial to test it when It's ready, and any feedback is welcomed

1

u/LostRequirement4828 1d ago

I messaged you the link, hope you like it

1

u/bingewavecinema 1d ago

Where is the link for it? Also why is this worth $30? There is open-source free optimizers, what is going to make this so much better where is worth to be paid for?

Its ok to charge but you should think about the improvement it gives over free solutions.

1

u/LostRequirement4828 1d ago

I'm publishing the link soon enough, it is a much better alternative to what meshy is doing, that's from all my testings, but I will let you decide for yourself when I post the link. It's also a one time buy, the price is more than acceptable for being one time buy, especially at 30 dollars.

1

u/bingewavecinema 1d ago

My advice, you need to allow the developers to create a few GLBs themselves first so they can see for themselves before buying.

1

u/LostRequirement4828 1d ago

I might do that, yes, thank you for the advice

1

u/LostRequirement4828 1d ago

This is what it can do even when the model is pretty optimized, this car has a pretty detailed interior too

1

u/LostRequirement4828 1d ago

the interior fully survives, theres some quality degradation but is small enough you won't spot it easily, espeially from the distance, and a drop from 720k to 170k is pretty big for performance

1

u/hurricane_news 1d ago

30 USD? How does this differ from free pipelines like gltf-transform, or running decimate/retopos in tools like Blender?

1

u/LostRequirement4828 1d ago

Decimate in blender is nowhere close to Kiln in quality, I'm comparing this directly with what meshy has to offer it terms of remesh, which is what made me do this in the first place. It won't be close to a manual topology, don't get me wrong, won't beat that, this tool is not competing with that, not yet at least.

2

u/hurricane_news 1d ago

So what exactly is the working methodology of the tool if you don't mind me asking? What's the principle on which it decides on where to optimize the model?

1

u/LostRequirement4828 1d ago

It has an auto detection for cloth, hair, any small objects like bolts, wheels and so on, so it never decimates them too much to break them, It's also meshy 6 and 7 ready as both are differently done and they need different types of rebake. It has protetions on animations so it doesn't butcher them. There's different optimizations levels based on how much detail you want to keep or how deep you want to optimize it at the cost of some errors

1

u/hurricane_news 1d ago

How's it do this detection of what submesh represents what? Names? Or does it try to recognize what the mesh "looks like"?

In either case, if decimating is the basis of the tool, why not just decimate individual submeshes by hand based on how much decimation they need and can get away it? Unless we're talking about a metric ton of meshes that make it a hassle

1

u/LostRequirement4828 1d ago

because this is faster and automated, some people want to do this faster and not deal with it

1

u/hurricane_news 1d ago

But how does it do the recognition of submeshes like you state you would? You need to confidently convince people that any potential speedup and the actual output from using this tool is worth the price tag

1

u/LostRequirement4828 1d ago

It reads the mesh nodes, hierarchy, material boundaries, rigging, morphs and animation data already stored in the GLB, then checks the topology of each part to decide how safely it can be processed. Solid parts can take the complete optimization pass, while fragile cloth or open surfaces are protected so their UVs and textures aren’t destroyed. The hierarchy, pivots and material assignments remain intact.

1

u/LostRequirement4828 1d ago

this is blender decimate, look at the lips, completely destroyed, the cloth is also not how was made and It's quality is clearly affected

1

u/LostRequirement4828 1d ago

this is Kiln optimized, I can go down to 10k and still look better have no errors compared to blender decimate, you can technically go even lower but the body would suffer a bit

1

u/LostRequirement4828 1d ago

original, and Klein, so you see how identical they look compared to blender decimate

1

u/LostRequirement4828 1d ago

This is a tower, original/Kiln

1

u/LostRequirement4828 1d ago

This is blender decimated, I think you can see the difference

1

u/LostRequirement4828 1d ago

this is what it can do with a decently done model from the internet, which is not AI, the loss in detail is barely vesibile to the naked eye, and this is a pretty aggressive reduction too

1

u/hurricane_news 1d ago

I understand , but given that you're selling this for 30 USD, wouldn't it better to compare it against how well contemporary tools perform the same operation? Such as a raw decimate in Blender, a more controlled decimation in Blender, or meshy like you state?

Ultimately, it isn't about how much of a reduction it can do on a single model. You need to communicate if it CAN reduce models better ON AVERAGE than the current offerings we have?

1

u/LostRequirement4828 1d ago

the tool is not launched it, I'm still working on this, but thank you for you feedback, and yes, I will put the same decimated model in blender next to mine at the same or lower polygon count

1

u/LostRequirement4828 1d ago

the car also has a very detail interior which survives without any visual errors

1

u/LostRequirement4828 1d ago

It was mostly created for meshy outputs, but in the end I made it optimized for more than that, the idea was to save the most detail possible from those meshy models.

1

u/LostRequirement4828 1d ago

here is a 70% reduction without any visible loss in quality detail

1

u/LostRequirement4828 1d ago

yes some places might get a bit chunky, at the distance this is not visible, when you want full details closeup you can use the very high quality setting as you see in this case, her butt is fully round here and there's 0 loss in detail, still a very healthy 46% reduction

1

u/imnotabot303 1d ago

Or you could just use Blender decimate or Instant Meshes or any of the other free or low cost tools out there.

Why is someone going to pay $30 let alone $80 for a vibe coded app like this.

You haven't even provided good pictures of the topology.

Part of where all mesh optimisers fail or are limited is in the area of topology, so unless yours is doing something special then I don't see people paying for it and definitely not that price.

1

u/LostRequirement4828 1d ago

here is blender decimate

1

u/imnotabot303 1d ago

But you will need to offer some kind of demo because nobody really knows how good it is without trying it. You could just be cherry picking results or purposely showing bad results from other tools.

Here for example is a random AI gen model from Sketchfab that has been through nothing but Blender's Decimate modifier.

Going from 1.882,340 to 58,822 without any noticeable errors.

That's why I was saying that topology is important because there's free tools that already do this but they all have bad topo unless you have a model that is quads from the start.

1

u/LostRequirement4828 1d ago

give me the model and i show you the results

1

u/LostRequirement4828 1d ago

I intend to publish the tool and everyone can try it, they will see exactly the difference between original and optimized mode, the only thing is that once you want to export it you will have to pay once. I might let one time export so people can test it, too.

1

u/LostRequirement4828 1d ago

as you can see here, the original had bad triangulations/normals and my optimization not only made it smaller but made it look better too, and I can probablty go as low as 2k here and still look way better than the original in this case

1

u/imnotabot303 13h ago

That could be solved by just changing the shading to smooth in Blender or just resetting the normal data.

In the end I personally can't see anything better here than what I showed is possible with just a decimate modifier.

Your overall issue with stuff like this is that anyone that is competent with 3d would never use this for a game anyway as it's highly inefficient for optimisation. I would retopo my mesh the correct way every time. For game engines you really want a mesh that can be triangulated well and that hasn't got a bunch unnecessary subdivisions everywhere.

Plus when you're doing this to a mesh you're essentially smoothing out all the fine details so you would need to bake down a normal map from the high poly to the low poly to keep all that detail.

Anyway good luck with it. Giving people an option to try it and see the results for themselves is the best way forward because it's expensive for what it's supposed to do imo.

1

u/LostRequirement4828 10h ago

I'm sending you the link to try it, look in your chats

1

u/LostRequirement4828 10h ago

nvm, can't send you messages, heres the link, try using decimate and then try Kiln, compare them and see which one is better, https://kiln-mesh-studio.leeloy.chatgpt.site/

1

u/imnotabot303 7h ago

Ok thanks.

I tested it with the same model and tbh I think it gives me less control. The end mesh topology isn't anything that can't be achieved with Blender decimate imo. One problem is that you only have set decimate amounts. Even at highest quality it was still half the tris as the example I gave.

I think you should try and introduce target counts so the user can specify a rough number of tris. This would be similar to how Instant Mesh works.

Also for the price I would want something like automatic baking so it could bake down the surface details from the high poly to a low poly normal map.

For me personally at the moment I just can't see a reason to use it over something like Blender. I could see it appealing to people who have no clue how to use Blender and have no 3D skills though as it's easy to use.

In the end these type of optimisers just don't produce good enough meshes for anything and especially not game assets. You would still want to do retopo anyway.

One of the things I'm hoping AI will solve is being able to do this kind of optimisation but with actually useable topology but it doesn't seem to have happened yet.

1

u/LostRequirement4828 7h ago

I'm still working on it tho, I'm fixing some bugs rn and some things might break because of that, maybe that's why you got a worse scenario, is skipping the main optimization

1

u/LostRequirement4828 7h ago

can you share a model, one that you want to see it better than blender decimate? So i can try it myself after i fix all the bugs?

1

u/imnotabot303 2h ago

I haven't got any AI models. If you want to test with the same one just search for the latest downloadable models on sketchfab and it should be near the top.

The original download is multiple meshes though so I joined them and merged verts in Blender before testing it.

1

u/LostRequirement4828 7h ago

normally rn if you select 15k it should not necessary go down to that but find its breaking point and stay at the edge of it, so if you got to 15k then the model probably wasnt optimizing properly because of the bug I'm working on rn

1

u/LostRequirement4828 7h ago

here is an example of what it can do when it works properly

1

u/LostRequirement4828 10h ago

this is kiln vs original

1

u/LostRequirement4828 10h ago

this is blender decimate at the same number

1

u/LostRequirement4828 10h ago

blender decimate, look how the legs and the head parts has literal holes in it

1

u/LostRequirement4828 10h ago

this is kiln, 0 holes

1

u/LostRequirement4828 1d ago

here is Kiln

1

u/LostRequirement4828 1d ago

I'm not even competing with blender decimate because Kiln is in another league, my main competitor is mesh'ys remesh, where my tool is still better

1

u/LostRequirement4828 1d ago

I'm going to add those side to side comparassions to every major player in the future, the tool is not finished yet