Inspector · Mesh Stats & Error Detection

Mesh Inspector

Upload a .glb, .gltf, .obj, .stl or .ply model and get its vertex, triangle and material counts plus geometry warnings. Runs entirely in your browser.

Inspector · Three.js

Real Counts

Meshes1
Vertices0
Triangles0
Materials0

Readiness (Rule of Thumb)

Real-time Web / Game—
Cinematic / Offline Render—
3D Print (geometry-only check)—

Issues Found

Honest limit: full watertight/manifold/self-intersection analysis needs a real solid-modeling kernel and isn't done client-side here. These checks cover vertex/normal/UV integrity and triangle-count budget only — a genuine partial check, not a full print-safety guarantee.

Why Triangle Budget Depends On the Target

100,000 triangles is nothing for an offline cinematic render tracing rays overnight, but it can visibly slow a real-time WebGL or game scene rendering 60 times a second on a phone GPU — so "is this heavy?" only makes sense relative to where the model is going.

Missing Normals ≠ Missing Geometry

A mesh with no vertex normals still has correct shape, but lighting will look flat, faceted, or inverted — this is one of the most common real export mistakes and one of the few things reliably detectable client-side.

UV Coordinates Are Separate From Geometry

A model can be geometrically perfect and still show a blank or stretched texture if it exports without UV coordinates — this checks for exactly that mismatch when a texture map is present.

What Real Print-Readiness Needs

True 3D-print validation (watertightness, wall thickness, self-intersections, non-manifold edges) needs a proper solid-modeling kernel — the kind Blender's own mesh-analysis tools or a slicer's repair pass provides, not something a browser can honestly claim to replicate.