Recently I've been trying to import into my game the mesh of a terrain that I have in Blender. I chose to use a model other than a heightmap because it's needed the maximum accuracy possible. Unfortunately the model, once highly detailed, has 263,169 verts and this exceeds the maximum limit that a mesh can hold into the engine I use (the limit is normally 65,536 verts).
As a solution I read that the engine can manage without problem models with more than limit if the model is "subgrouped" in meshs with at maximum 65,536 verts. There comes the problem for me. Until now I've been trying to do this in Blender, that is, to "subgroup" my mesh, but, sadly enough, entirely unsuccessfully. I've never used Blender before and, although all my research, I still don't have even the slightest idea about how to do such thing.
I found this link, but I don't know if this is exactly what I need... I also achieved to create "groups of vertices", but only through a very manual process.
This is the image of the terrain, if it helps:
My working vacation is near, then I'll have time to study Blender a lot more. I would be very grateful having some tips about where to start in the case of the described problem.