This is awesome. One note to those who have already baked etc. this will remove your textures in odd ways. be prepped for re-baking. at least this is how it is on my end for my zbrush model. thanks for the tutorial! quick and right to the point.
I have a long tube sphere. 840 faces. UnSubdivide edges does nothing. What is the problem? Add mod > Decimate > UnSub shows no change. Decimate > Planar angle to 5.1 > shows the faces go down to 420. But if I apply then go to Edit > faces are still 840??? Edit: Tris to Quads worked. But this is for UE4. Is it bad to mix Tris and Quads? (I will export many mixed meshes as one) Select mesh > Edit > A (select all) > Topbar - Face > Tris to Quads [Alt J] > Angle = ? (40) >> (faces 840 to 420)
I just tried it with some mesh I got from blenderkit that was a guy's body and very low detail but TONS of polygons and unsub made most of the faces not shaded. I couldn't figure anything to fix and sub again did not return it but anyway yeah, I was thinking how can I get rid of the ridiculous # of vertices that are literally not needed. Must be some way to do that in blender native w/o addon ?
@@4ae109 Thx. I haven't been in Blender in 2 months I guess. I guess it got depressing thinking of how much time it took just to make one decent scene. but thanks!
WOW! Thank you so much for sharing! I didn't even think about this method. I've been using the decimate modifier and then applying it to reduce processor load. It works well, if I'm careful not to decimate too much, but this method may be easier and better! Thank you so much again for sharing my friend! 😃
Well any material with blurr if you change the topology and how would it colapse? I can see it collapsing becouse of too little poly or trying yo modify something too much on low poly