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Apr 28 at 12:25 comment added moonboots You had inverted normals (open the Viewport Overlays panel, activate the Face Orientation option and you will see them), you can't reduce the amount of faces with a Ctrl E > Un-Subdivide because it will mess up the topology so I guess you need to do it manually, it's always better to work on a low-poly mesh if possible, and give it a Subdivision Surface modifier to make it rounder, apply the modifier at the end if it's really necessary
Apr 28 at 12:19 vote accept adrian.blender
Apr 28 at 12:18 comment added adrian.blender Thank you so much! Do you know a smart way to reduce vertices? What made my normals that bad and what consequence does it have if I recalculate them? Thank you!
Apr 28 at 11:52 history edited moonboots CC BY-SA 4.0
deleted 43 characters in body
Apr 28 at 11:47 history answered moonboots CC BY-SA 4.0