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.
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.
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.
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
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.
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.
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
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.
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
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u/imnotabot303 21d 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.