MeshCrunch is a web workspace for preparing 3D assets for delivery. Simplify high-poly models, generate LOD chains, rebuild broken geometry into a new watertight surface, inspect meshes, convert supported formats, and export turntable GIFs or MP4s. It is built for teams and creators shipping 3D assets to the web, games, XR, and 3D-print workflows.

Hi, I’m Puneet, the maker of MeshCrunch. I built MeshCrunch after repeatedly running into the same delivery problem: a 3D model can look great, but still be too heavy for the web, a game scene, XR, or sharing with a client. MeshCrunch is designed as a focused workspace for the practical jobs around that moment—simplifying dense meshes, generating LOD chains, inspecting assets, converting supported formats, and rebuilding difficult geometry into a new watertight surface. The rebuild feature is intentionally different from simplification: it creates a new closed surface for problem geometry, so it is useful when a model needs a clean starting point for downstream workflows. I’m launching early and would genuinely value feedback from 3D artists, developers, and technical artists: which part of preparing assets for delivery takes the most time in your workflow?
Not a 3D artist myself but I build a browser-based image tool, and the part that's always eaten the most time for me is exactly what you're describing for LODs — getting file size down without visibly hurting quality, and having it hold up across weird edge-case inputs. Rebuilding broken geometry into a clean watertight surface as a separate step from simplification makes sense — most tools I've seen try to force both into the same pass. Good luck with the launch, this is a real problem to solve.

Hi, I’m Puneet, the maker of MeshCrunch. I built MeshCrunch after repeatedly running into the same delivery problem: a 3D model can look great, but still be too heavy for the web, a game scene, XR, or sharing with a client. MeshCrunch is designed as a focused workspace for the practical jobs around that moment—simplifying dense meshes, generating LOD chains, inspecting assets, converting supported formats, and rebuilding difficult geometry into a new watertight surface. The rebuild feature is intentionally different from simplification: it creates a new closed surface for problem geometry, so it is useful when a model needs a clean starting point for downstream workflows. I’m launching early and would genuinely value feedback from 3D artists, developers, and technical artists: which part of preparing assets for delivery takes the most time in your workflow?
Not a 3D artist myself but I build a browser-based image tool, and the part that's always eaten the most time for me is exactly what you're describing for LODs — getting file size down without visibly hurting quality, and having it hold up across weird edge-case inputs. Rebuilding broken geometry into a clean watertight surface as a separate step from simplification makes sense — most tools I've seen try to force both into the same pass. Good luck with the launch, this is a real problem to solve.
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