Trueshape Retopology

Edmond in Modeling


Blender add-on · Mesh optimization

Fewer triangles.
The same shape.

TrueShape cuts any model down to your triangle budget without moving a single vertex, then bakes the fine detail back as a normal map. Thin parts can't shrink, UVs stay exact, and it tells you exactly how much changed.

A BMX bike rendered twice: 21,510 triangles on the left, 10,000 on the right, looking the same
Original · 21,510 tris TrueShape · 10,000 tris
−54% triangles on a 9-part BMX bike
Δ 0.02% largest surface change, measured
0 vertices moved: only originals are kept
~15s for the whole bike, with a progress bar
Why it's different

A reducer you can trust with a finished asset

vertices moved: 0

Nothing drifts

TrueShape only ever removes. Every vertex in the result is one the model already had, so tubes, straps and spokes keep their exact thickness, and fillets stay where they were.

moved ≤ 1% · turned ≤ 15°

You set the limits

Every removal is measured against the original: how far it moves the surface and how far it turns it. TrueShape never goes past your limits. If the budget can't be met within them, it stops and says so.

same input → same mesh

Same result every time

Run it twice with the same settings and you get the identical mesh, down to the vertex. Iterate on settings knowing the only thing that changed is what you changed.

Two tools, one panel

Reduce

Pick a triangle budget for everything you've selected. TrueShape removes whatever carries the least shape first, across all objects at once, so the budget goes where your model needs it.

  • Whole edge loops go first, keeping clean quad flow
  • Single vertices where there are no clean loops
  • Keep Surface Detail protects bevels, creases and small facets
  • Protect UVs keeps every seam exact
  • Split imports (OBJ, STL, game rips) are welded for you

Bake Detail

Detail smaller than the new triangles can't survive any reduction. One click bakes it from the original into a normal map on the reduced model.

  • Unwraps UVs automatically when the model has none
  • Wires the map into a copy of the material, so the original stays untouched
  • 1K, 2K or 4K, baked in Blender's background with its progress bar
  • A 2K bake from a 604k-triangle character took about 4 seconds
Four renders of a knight's armour: the original, a 130k reduction keeping surface detail, a plain 50k reduction, and 50k with baked detail
Original 604kKeep Surface Detail 130kReduce to 50k50k + Bake Detail

An AI-generated knight with no UVs. At a twelfth of the triangles, the baked version lights almost exactly like the original.

Workflow

From dense to game-ready in three steps

1 · Select

Pick your objects

One object or fifty. They share one triangle budget and stay separate objects.

2 · Reduce

Set a budget and go

A progress bar shows each stage. Orbit the view while it works; Esc cancels and changes nothing.

3 · Bake

Put the detail back

If fine surface detail softened, bake it into a normal map from the original.

Keeps what you built
The TrueShape panel in Blender's sidebar: Triangle Budget, Max Deviation, Max Angle, Protect UVs, Normals, Reduce, and Bake Detail

Your originals are never touched

Each result is a new object next to the original. It carries over everything that makes the asset work in your scene and in your game:

  • ✓UV maps, exactly
  • ✓Materials and face assignment
  • ✓Color attributes
  • ✓Vertex group weights
  • ✓Shape keys and their drivers
  • ✓Modifiers, such as Armature and Mirror
  • ✓Marked seams and sharp edges
  • ✓Location, rotation and scale
  • ✓Parent and collections
  • ✓Animation action

A wheel that spun before still spins: every part keeps its own pivot, parent and animation.

Is it right for you?

Made for finished models

You want to TrueShape Why
Get a bought, scanned or AI model under a game budget Ideal Reduce, then Bake Detail if fine surface detail softens.
Build LODs for a game Ideal Reduce the original once per level; each result keeps UVs and materials.
Lighten hard-surface props and kitbash Ideal Crisp edges are protected, and flat panels give up their triangles first.
Get clean, even quads for rigging or sculpting Not this TrueShape keeps your vertices; it does not retopologize. Use a quad remesher for that.
Details

Specifications

Blender
4.2 and later, installed as an extension (tested on 5.2)
Systems
Windows, macOS and Linux. Pure Python, nothing to compile
Where
3D Viewport › Sidebar (N) › TrueShape
Speed
Roughly 500–800 removals a second: seconds for a prop, a few minutes for a 600k-triangle character
Included
The add-on and an illustrated 12-page PDF guide covering every setting, with when to use it and when not to
License
GPL
Questions

FAQ

Will it ever go over my triangle budget?

No. It stops at the budget. It may stop above it if reaching it would break your limits, and then it tells you which limit stopped it.

Does it change my original object?

Never. Results are new objects called name_low. Undo with Ctrl Z, or delete them and unhide the originals.

Does it work with modifiers and shape keys?

Yes. Each reduced copy keeps its modifiers, unapplied (Armature, Mirror and the rest), and every shape key, exact at the vertices that remain. Multires and hair cannot follow the new faces and are left out, with a warning.

What about normal maps in Unreal?

Blender bakes OpenGL-style maps, which Unity and Godot use too. In Unreal, tick Flip Green Channel on the texture.

Keep the shape. Lose the weight.

Install, select, set a budget, and see exactly how much changed.


$15

Support Period Included

Includes 12 months of

  • Support from Edmond
  • Product updates

Extend this product’s Support Period +12 months: 50% of product price

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Details
Blender Extension Compatible Yes
Published 3 days ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL