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So I've used a low poly hair card with Particle Instance modifier to create fur. but it's quite heavy by the end, and I wanted to reduce the poly count if possible. how would you guys do it?

I was thinking maybe about baking it into a low poly, but I'm not sure if it'll work. I'm sorry if this is a dumb question, this is my first model I've made and I have never tried baking before. I've tried google for hours, but I don't think all the baking tutorials can really help. Really appreciate all the help.

screenshot 1this is my model

screenshot 2but the fur is too high poly

screenshot 3 I was thinking about using the vertex group from the body, solidifying it, and baking the fur into it, but I'm not sure if that'll work.

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    $\begingroup$ Why the downvote? $\endgroup$
    – Blunder
    May 6, 2022 at 14:35
  • $\begingroup$ @Blunder -- I think you intended to provide a link "[this model]" but it didn't take. $\endgroup$
    – james_t
    May 6, 2022 at 14:58
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    $\begingroup$ I think you have way too many hair cards (particles). Have a look at this model it also uses hair cards. You can see them when you activate wireframe mode. (From far away it looks a bit odd but great when you get closer). Here is the full article: sketchfab.com/blogs/community/tutorial-real-time-fur-hair $\endgroup$
    – Blunder
    May 6, 2022 at 15:01
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    $\begingroup$ If you want to bake the particles (no hair cards) you need to convert them to a mesh (= a few million vertices!). Then bake the particle mesh to the low-poly body. Bake type = Diffuse Color. To make the strands a bit thicker you can convert the mesh to curves, extrude them (curve settings) and convert them to a mesh again. Here is a baked example (no extrusion): blender.stackexchange.com/questions/239984/… $\endgroup$
    – Blunder
    May 6, 2022 at 15:07
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    $\begingroup$ If you look at many hair tutorials, low poly hair is not made from blender physics hair. Perhaps you might investigate some of these tutorials, or perhaps using a distort (with texture) or other pseudo technique like blender.stackexchange.com/a/56537/111042 $\endgroup$
    – james_t
    May 6, 2022 at 15:10

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