MeshCrunch

3D meshes: inspect, simplify, rebuild, and generate LODs.

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August 26, 2026 Building MeshCrunch: the messy last mile of shipping 3D assets

I’m building MeshCrunch because I kept bumping into the same problem: making a 3D model and shipping it are two very different jobs.

A model can look perfectly fine, but still be far too heavy for a webpage, a game scene, or an XR experience. Then comes the unglamorous work—reducing triangles, creating LODs, checking the mesh, fixing broken geometry, exporting the right file, and hoping it behaves where it is supposed to.

That work often ends up scattered between several tools, manual cleanup, and small scripts.

MeshCrunch is my attempt to make that final stretch simpler. It’s a focused workspace where you can inspect a model, simplify it, generate LODs, rebuild difficult geometry into a watertight surface, and prepare it for delivery.

I’m deliberately not trying to replace full 3D creation tools. I’m interested in making the technical preparation work less painful for people who need to ship assets quickly.

If you work with 3D assets: what is the most frustrating part of getting a model ready for web, games, XR, or print? I’d really like to learn from the workflows you use today.

1 Comment

  1. 1

    The focus on the “last mile” makes sense. The interesting part is probably figuring out which step in that last mile users actually consider painful enough to change tools for.

    Curious what people are consistently struggling with most so far.

About

MeshCrunch exists to close the gap between creating a 3D model and shipping it. I wanted a focused workspace to simplify, rebuild, inspect, and prepare assets for web, games, XR, and print.