So I got a pretty high res mesh that I've managed to get down to around 600k verts. But I still have extreme low performance in weight paint mode in the viewport which makes it so much harder to work. I get like a 3 second delay after each stroke and it doesn't help that this is my first time rigging a character and I have barely any idea if I'm doing it correctly. Any tips or is this just the sad reality?

EDIT: here's a screenshot: enter image description here

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    $\begingroup$ 600k is just too much. You will have to do a (manual) retopology preserving the high details only through maps. Giving us a screenshot of your model could also help. $\endgroup$ – Leander Apr 4 '19 at 15:58
  • $\begingroup$ @Leander i used instant meshes for quick retopo and then a multires with shrinkwrap to preserve the details for later. how exactly would i go on with the way you said? $\endgroup$ – Tin Vojnovic Apr 4 '19 at 16:07
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    $\begingroup$ Your mesh (before the multires) has to many vertices, try getting to 10k-40k. There are plenty of tutorials on how to do a retopo on a highres model. $\endgroup$ – Leander Apr 4 '19 at 16:11
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    $\begingroup$ "manual retopo seemed too tedious" and "knowing that there's an easier way" doesn't seem to match. Yes, topology is hard, but there's a reason for it. Good Luck! $\endgroup$ – Leander Apr 4 '19 at 17:02
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    $\begingroup$ if you plan to animate a very high poly mesh it's going to be horrible... as Leander said you should retopologize your object, then bake the high-poly to keep all the 3D details on the low-poly with a normal map, it will be a huge relief $\endgroup$ – moonboots Apr 4 '19 at 21:44

Retopologize your mesh. Once you´re done, then you can assign weights using armature. Also: Select your mesh, use the modifier: DECIMATE: Choose 50%. Check if your model is ok for you in shape. If it is and you´ve reduced the polycount to half, please reconsider retopologize. Basically you can´t work with an armature on a very dense mesh.

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