I have a small desk plant tree I modeled in Blender (using the Tree Sapling Generator) and it might be used in a game. It has a high polycount, so I've tried decimating it with the Decimate modifier but it gives me bad UVs and removes almost all the leaves. I don't want to use a texture, I would like individual leaves.


  • 1
    $\begingroup$ Possible duplicate of What would be the most logical way to reduce polycount of grass $\endgroup$ Jan 16, 2018 at 17:23
  • 2
    $\begingroup$ No point in asking the same question twice. I think you should understand that poly counts and proper topology are not something you just randomly "paste" or blindly decimated on top of your object. They are an intrinsic part of your mesh. If you need low poly game assets model them accordingly from scratch, or at least make a decent high poly version and a low poly one you can bake your details to. $\endgroup$ Jan 16, 2018 at 17:27
  • $\begingroup$ this is not a duplicate $\endgroup$
    – cgperfect
    Jan 16, 2018 at 18:02

1 Answer 1


In the first image the faces are 36K Handle Type : Auto

but when you switch from Auto to Vector in Handle Type you can see the number of Faces reduce to 13KHandle Type : Vector

you can see the difference if it look like less ploy then you can increase the polygons of the branches in the Branch Splitting settings and modify the Curve Resolution Branch Splittion Stettings


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