1
$\begingroup$

After doing a retopology i want to check if i can optimize the polycount even more by removing unacessary edges that doesn't affect the silhouette of my hard surface game asset with flat surfaces, is there a quick way to do that?

$\endgroup$

1 Answer 1

2
$\begingroup$

Here is a method to optimize hard surface models with a lot of flat surfaces for round shapes a decimation is preferable:

You can combine muliple tools or modifiers to remove the edges that doesn't affect the silhouette automatically. The modifier has the advantage that you can keep modeling/retopologizing while your game asset will be automatically optimized, but you will need to apply the modifiers and unfold the UVs for a correct result.

Shortcuts

With the shortcuts go in Edit Mode (it's for the low poly to look good with a smooth shading, so it's purely optionnal), select everything and press x then Limited Dissolve, this will remove by default every vertices at an angle of less than 5 degrees, you can change this value in the "t" menu. Blender will keep one (bad) edge on some faces it depends of their shape. Then do Ctrl + t to add triangle.

Redo a limited dissolve then Ctrl + t to remove the bad edges that were created.

Modifiers

With modifier add an edge split modifier then a decimation modifier in Planar mode Sharp. Change the angle of the split modifier until you get the result you want. Then add a triangulate modifier.

Like for the shortcut version you must redo the decimation and triangulate to remove the first edges that weren't placed correctly.

enter image description here

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.