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- Meshslim: Heavy 3D models turned into light web GLBs
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Meshslim: Heavy 3D models turned into light web GLBs
Headless Blender keeps your mesh as the high-poly source, builds a clean low-poly copy, unwraps UVs, bakes PBR maps and compresses once, then hands you renders and a local viewer to approve.
$15
Meshslim: Heavy 3D models turned into light web GLBs
Example session with this skill installed
Meshslim: optimise hero-robot.glb from our AI generator for the landing page. It is about 240k triangles and the textures look muddy.
- Read your context and instructions
- Compiled the meshslim
- Generated the image
Ran the pipeline headless on hero-robot.glb (example asset). Source kept untouched as the high-poly.
Build summary
| Stage | Result |
|---|---|
| Source | 241,880 triangles, transforms applied |
| Low-poly | voxel remesh + decimate: 18,204 triangles (budget 30k) |
| UVs | Smart UV, 66 degrees, margin 0.003 · coverage 0.61 (stop below 0.5) |
| Bake | normal, AO, roughness, base colour (COLOR pass only), ORM packed R=AO G=rough B=metal |
| Export | low-poly only, GLB, Draco off |
| Compress | resize 2048 · webp q90 · meshopt once |
| Final GLB | 1.4 MB (budget 2 MB) |
Notes
- The AI base colour had lighting painted in, so it was rebaked from the material colour, not reused.
- Metallic was set to 0 during the diffuse bake to avoid a black base colour.
- The chest plate reads as metal, so the three.js scene needs an environment map (RoomEnvironment or an HDR).
Review pack (build/review/)
- Six-angle turntable, UV-checker render, five texture maps
- Viewer at
http://localhost:4173/viewer.htmlwith studio and soft light, wireframe toggle, triangle count and file size
Nothing ships until you approve the viewer.
Next steps
- Open the viewer and approve or note changes.
- Add an environment map in the page scene for the metal parts.
- Check the model in the real page before release.
viewer.html
PNG · 1536×1024
Example file from a real run - the skill writes it into your workspace.
Connects securely to your tools. The creator never sees your data.
About this skill
An AI-generated or scanned model can look great in a preview and still be far too heavy for a web page. Dense meshes stall the load, the base colour often has lighting painted in, and a first bake attempt can come out black or purple. Meshslim turns that mesh into a web-ready GLB with a script-driven Blender pipeline you can rerun.
What it does
- Keeps the source as the high-poly bake source and never edits it again.
- Builds a clean low-poly with voxel remesh plus decimate to about 18k triangles, and stops if the result is above 30k.
- Unwraps UVs with Smart UV or sharp-edge seams, then measures coverage and stops below 0.5.
- Bakes PBR maps in Cycles: normal, AO, roughness, base colour (colour only, no lighting) and a packed ORM.
- Compresses once with a pinned gltf-transform, one command at a time, Draco or meshopt last.
- Hands over a review pack: turntable, UV-checker render, texture maps and a localhost viewer.
How it works
- Run headless with
blender -b -P pipeline.py, no live Blender server. - Prepare the source: join meshes, clear parents, apply transforms.
- Remesh, unwrap and bake with fixed settings and stop checks on triangles and UV coverage.
- Wire and export: ORM packed with numpy, a
glTF Material Outputgroup so the AO slot exports, low-poly only. - Compress and review: the owner approves the viewer page before anything ships.
Frameworks & tools
Blender (bpy) in background mode, Cycles, numpy, gltf-transform and <model-viewer> served on localhost. Free and local.
Why this beats prompting it yourself
The skill carries guards from real failures: QuadriFlow silently cancelling in background mode, voxel meshes splintering into thousands of UV islands, metals baking black, and a second Draco pass corrupting the mesh. It also never uses gltf-transform optimize, which would simplify the mesh you just cleaned.
Use cases
- Hero object or product model on a landing page.
- 3D logo from an SVG: extrude, bevel, then the same pipeline.
- Vertex-colour prop with baked AO and no textures.
Known limitations
Does not generate models, rig, animate or model by hand, and leaves three.js lighting and post effects to you. It spends no paid credits and installs nothing without your approval.
How to use
Skills on Agensi run inside your AI agent. Copy the prompt, paste it into your agent, and it connects to Agensi and installs this skill for you. If a payment is needed, your agent shows it to you first.
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