Free tool · nothing is stored
Mesh has too many triangles for Roblox?
Roblox MeshParts stop importing at roughly 21,000 triangles, and anything over 10,000 is at risk of being decimated on low-end phones. Drop the GLB or OBJ here and see the measured count against both numbers, plus what that count costs once the prop is placed a hundred times.
Drop your mesh here, or pick a file
GLB or OBJ · up to 15 MB · processed in memory, never stored
The two numbers that matter
About 21,000 triangles is where a MeshPart import gives up, and 10,000 is the target for props that appear all over a scene. The checker measures your file against both and reports the count it actually read.
Where the triangles hide
Generated and scanned meshes carry geometry nobody sees: interior surfaces, duplicated shells, seams split into extra vertices. Decimating on a ratio helps, but deleting the invisible parts is what gets a prop under 10,000 with its silhouette intact.
Low poly is a design choice
The Roblox low-poly look comes from flat colours, chunky silhouettes and a small triangle count. At 200 copies in one scene that is also the only version that renders on a low-end phone, which is why budget matters more than detail here.
Too many triangles: common questions
What is the Roblox triangle limit?
A MeshPart import stops working at roughly 21,000 triangles, which is the ceiling Studio enforces. Performance is a separate and much lower bar: props past 10,000 triangles are decimated on lower render fidelity, so anything that appears many times in a scene should sit well under that.
How do I reduce the triangle count of a mesh?
Delete the geometry nobody sees first (interior faces and hidden parts are routinely 20 to 40 percent of a generated mesh), weld duplicate corners with Merge by Distance, then decimate what is left with a Decimate modifier in Collapse mode at a 0.3 to 0.5 ratio. Re-check the count here after each pass rather than guessing at the result.
What triangle count should a Roblox mesh have?
Under 10,000 for props that appear repeatedly, and lower for anything placed hundreds of times. The scene budget calculator on this page turns the count into a per-prop allowance for low-end Android, mid-range, flagship and desktop targets.
Why does my mesh get rejected or stripped in Studio?
Usually the ceiling: past roughly 21,000 triangles the MeshPart import fails. The other causes are a missing NORMAL attribute and a texture with no UV coordinates, both of which this checker reports alongside the count so you are not fixing the wrong one.
Does resizing a mesh change the triangle count?
No. Scaling moves vertices and nothing else, so the count is identical before and after. Getting under budget is a separate pass from fixing scale, and the scale fixer leaves the geometry exactly as it found it.
Prefer reading? The triangle limit guide breaks down what Studio enforces, and the Scale Fixer handles the other half of the export problem.
Related symptoms: a model that is invisible on mobile · a mesh that imports too big