I've been using arrays and curves to create vines and strands of hair on models

It gives me a lot of control, but when I convert them to a mesh to edit them for 3D printing, but the meshes are crazy complicated and the make blender unstable.

Is there a way to reduce the amount of geometry in a controlled way so that I still have smooth surfaces. The below image is one of the simpler ones. Some of them get insane. Particularly when I use a subdivision surface modifier.

I'm looking for a better way to do things, but until I find one I'm sticking with this.

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1 Answer 1


If you use mesh arrayed along a curve, make sure that the object is not too high in polygons, so for example don't apply any Subdivision Surface modifier (or keep it low). If you've already applied the Subdivision Surface modifier, you can use tools to simplify your mesh, maybe the safest is X > Limited Dissolve and play with the Angle value in the Operator box (bottom left of your 3D view). You can also try CtrlE > Un-Subdivide.

You can also play with the curve's Resolution value (Properties panel > Object Data > Shape > Resolution Preview), the number will determine the amount of segments between 2 vertices of your curve, and therefore the number of vertices you'll have once converted to mesh.

If you use a curve profile rather than a mesh object, don't forget to set the resolution for the profile as well.


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