this is a hair that i have done for my character there, so its made out from a curve, after convert it to mesh, it gave me too much verts or poly count, i need to optimize it, i tried the unsubdivide option but it gaves me a weird result because of the triangules topology, and decimate modifier but its ugly as fuck the shape and topology, the the result that i want its the first that i tried but unfortunately that issue happened.. its there a better way to optimize this kind of meshes?

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    $\begingroup$ have you tried a ctrl E > Un-subdivide? Play a bit with the iteration value on the bottom of the Tools panel, then again try to re-Un-subdivide... it might work... at the end I guess you'll need to make so manual corrections... Also, select ring, then checker deselect, then select loops, then dissolve... but maybe share this part of your file so that we can try? $\endgroup$ – moonboots Apr 12 '19 at 7:43
  • $\begingroup$ ok wait a moment...yes i tried ctrl+e unsubdivide...uploading blend file $\endgroup$ – Michael Ben David Apr 12 '19 at 7:55
  • $\begingroup$ never mind i already fixed it $\endgroup$ – Michael Ben David Apr 12 '19 at 8:04
  • $\begingroup$ so what method did you use? $\endgroup$ – moonboots Apr 12 '19 at 8:08
  • $\begingroup$ the one from the below answer $\endgroup$ – Michael Ben David Apr 14 '19 at 4:04

Try to tweak the curve properties before converting it to a mesh. The Resolution values get you control over the density of your model, so you can increase or decrease the number of polygons.

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And my suggestion is to active the wire/draw all edges options in the Object>Display properties so you can have a nice preview of how many polygons you will have your object after the conversion.

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