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I'm making a human body. It has 70,000 faces so far, and I still have to make the face. In weight paint mode, it lags. How can I reduce this without making it look less smooth?enter image description here

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  • $\begingroup$ Is there a way to reduce the lag if the subdivision hasn't been applied? Would taking the subdivision off while weight painting help? Will 70,000 faces cause issues after export? $\endgroup$ Aug 15, 2015 at 15:06

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100,000 is a lot of faces on a slow computer, but not too many on a fast computer (definitely not unrealistically high). As a general rule, always stay as low-poly as possible for as long as you can, and use a subdivision modifier to add the look of smoothness while maintaining an easy-to-edit lower-poly mesh for edit/weight paint/etc. modes. Don't apply the subdiv modifier unless you have to. If you can get away with it, never apply it. Rigs will live perfectly well underneath or on top of a subdiv modifier. Working like that helps your viewport stay nice and smooth!

In your case--since it seems you've already applied a smooth or two to your model, you may be able to reduce your poly-count by using the decimate modifier, but that's sort of hit or miss and may require a bit of touch-up.

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  • $\begingroup$ Will it lag in a game engine? $\endgroup$ Aug 15, 2015 at 15:59
  • $\begingroup$ Look above I added an image of the topology $\endgroup$ Aug 15, 2015 at 16:01
  • $\begingroup$ Still depends on the computer. You should generally keep game topology as low as you can get away with, though, and bake higher details in via normal maps. $\endgroup$
    – Pete
    Aug 15, 2015 at 18:58
  • $\begingroup$ How can I do that? $\endgroup$ Aug 15, 2015 at 21:39
  • $\begingroup$ There are lots of resources on the web for that. Searching "How to bake normal maps in Blender" on Google would be a good start. The second search result on that page looks like a good place to start: youtube.com/watch?v=uTGTUd0pCaQ $\endgroup$
    – Pete
    Aug 17, 2015 at 15:45

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