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How do I correctly reduce geometry on part of a mesh?


Reducing vertices while not reducing qualityTrouble controlling where to add Faces on my modelLowest triangle count object remotely resembling a sphere?Merging characters body parts with a different edge loop countI need to create more faces( but ctrl+r in edit mode isnt working), how do i do it alternatively?Can't remove unnecessary Geometry in Objectwhats the maximum poly count for character models in video games?Modelling for a game engine, stuff I should know?Accidentally made a partial wireframe. Does anyone know a fix?Complexity versus NGons!






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








1












$begingroup$


Good afternoon,
I already know that there are easy ways for reducing face count for the entire model. However I am trying to find a way to reduce faces only on specific parts of my mesh while keeping it deformation and rendering-friendly for animation.



Image shows part of the mesh where I want to reduce faces.



From youtube tutorials I managed to figure that all I can do is to manually dissolve edges and verices and create new edges to form triangles to connect large faces with the smaller ones as follows (I must avoid faces with more than 4 vertices as far as I know):



enter image description here



Is this the "good practice" way of character modeling? Will the model UV unwrap, animate and render properly afterwards? (I know the example mesh from the screenshot is not a character, but I will need to create one and sculpt details on parts of the character). Or is there an easier way of doing this? Please help.










share|improve this question







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  • $begingroup$
    you should avoid n-gons (faces with more than 4 vertices), but you should also avoid triangles like the ones you are creating. A good resource for topology is topologyguides.com
    $endgroup$
    – cegaton
    Jun 15 at 16:40

















1












$begingroup$


Good afternoon,
I already know that there are easy ways for reducing face count for the entire model. However I am trying to find a way to reduce faces only on specific parts of my mesh while keeping it deformation and rendering-friendly for animation.



Image shows part of the mesh where I want to reduce faces.



From youtube tutorials I managed to figure that all I can do is to manually dissolve edges and verices and create new edges to form triangles to connect large faces with the smaller ones as follows (I must avoid faces with more than 4 vertices as far as I know):



enter image description here



Is this the "good practice" way of character modeling? Will the model UV unwrap, animate and render properly afterwards? (I know the example mesh from the screenshot is not a character, but I will need to create one and sculpt details on parts of the character). Or is there an easier way of doing this? Please help.










share|improve this question







New contributor



Cerberus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$











  • $begingroup$
    you should avoid n-gons (faces with more than 4 vertices), but you should also avoid triangles like the ones you are creating. A good resource for topology is topologyguides.com
    $endgroup$
    – cegaton
    Jun 15 at 16:40













1












1








1





$begingroup$


Good afternoon,
I already know that there are easy ways for reducing face count for the entire model. However I am trying to find a way to reduce faces only on specific parts of my mesh while keeping it deformation and rendering-friendly for animation.



Image shows part of the mesh where I want to reduce faces.



From youtube tutorials I managed to figure that all I can do is to manually dissolve edges and verices and create new edges to form triangles to connect large faces with the smaller ones as follows (I must avoid faces with more than 4 vertices as far as I know):



enter image description here



Is this the "good practice" way of character modeling? Will the model UV unwrap, animate and render properly afterwards? (I know the example mesh from the screenshot is not a character, but I will need to create one and sculpt details on parts of the character). Or is there an easier way of doing this? Please help.










share|improve this question







New contributor



Cerberus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




Good afternoon,
I already know that there are easy ways for reducing face count for the entire model. However I am trying to find a way to reduce faces only on specific parts of my mesh while keeping it deformation and rendering-friendly for animation.



Image shows part of the mesh where I want to reduce faces.



From youtube tutorials I managed to figure that all I can do is to manually dissolve edges and verices and create new edges to form triangles to connect large faces with the smaller ones as follows (I must avoid faces with more than 4 vertices as far as I know):



enter image description here



Is this the "good practice" way of character modeling? Will the model UV unwrap, animate and render properly afterwards? (I know the example mesh from the screenshot is not a character, but I will need to create one and sculpt details on parts of the character). Or is there an easier way of doing this? Please help.







modeling faces geometry polycount






share|improve this question







New contributor



Cerberus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share|improve this question







New contributor



Cerberus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked Jun 15 at 14:11









CerberusCerberus

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  • $begingroup$
    you should avoid n-gons (faces with more than 4 vertices), but you should also avoid triangles like the ones you are creating. A good resource for topology is topologyguides.com
    $endgroup$
    – cegaton
    Jun 15 at 16:40
















  • $begingroup$
    you should avoid n-gons (faces with more than 4 vertices), but you should also avoid triangles like the ones you are creating. A good resource for topology is topologyguides.com
    $endgroup$
    – cegaton
    Jun 15 at 16:40















$begingroup$
you should avoid n-gons (faces with more than 4 vertices), but you should also avoid triangles like the ones you are creating. A good resource for topology is topologyguides.com
$endgroup$
– cegaton
Jun 15 at 16:40




$begingroup$
you should avoid n-gons (faces with more than 4 vertices), but you should also avoid triangles like the ones you are creating. A good resource for topology is topologyguides.com
$endgroup$
– cegaton
Jun 15 at 16:40










2 Answers
2






active

oldest

votes


















2












$begingroup$

You can try the decimate modifier. It can take a vertex group so first add the faces you want less detailed into a group, then select it in the modifier.






share|improve this answer









$endgroup$




















    1












    $begingroup$

    Maybe try building it from scratch with simpler geometry. You can do with a 5-sided cylinder, but I like using powers of 2 (you need more than 4 sides): Extrude an 8-sided cylinder into roughly the same profile and mark the hard edges as creases using Edges -> Mark Sharp. Then apply a subdivision surface modifier to smooth it round. You can disconnect the middle portion from the ends before applying the modifier by selecting the faces you want to be their own object and tapping the P key. You will still have to double the edge loops where the pieces meet somehow, but your work will be isolated.



    There are a couple of reasons to avoid triangle faces: They can cause weird deformations during animation if they break edge loops. But even if a model is not going to be animated, you can get weird shading effects if the diagonals and/or interior angles of adjacent faces are significantly inconsistent. Further (and most glaringly), you don't want inconsistent surface curvature by retopologizing a ring of quads into a ring of sawtooth tris. None of that means it is bad to EVER use tris, only that you have to be careful how and where you use them.






    share|improve this answer











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      2 Answers
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      active

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      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      2












      $begingroup$

      You can try the decimate modifier. It can take a vertex group so first add the faces you want less detailed into a group, then select it in the modifier.






      share|improve this answer









      $endgroup$

















        2












        $begingroup$

        You can try the decimate modifier. It can take a vertex group so first add the faces you want less detailed into a group, then select it in the modifier.






        share|improve this answer









        $endgroup$















          2












          2








          2





          $begingroup$

          You can try the decimate modifier. It can take a vertex group so first add the faces you want less detailed into a group, then select it in the modifier.






          share|improve this answer









          $endgroup$



          You can try the decimate modifier. It can take a vertex group so first add the faces you want less detailed into a group, then select it in the modifier.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jun 15 at 15:02









          KiskitKiskit

          4732 silver badges7 bronze badges




          4732 silver badges7 bronze badges























              1












              $begingroup$

              Maybe try building it from scratch with simpler geometry. You can do with a 5-sided cylinder, but I like using powers of 2 (you need more than 4 sides): Extrude an 8-sided cylinder into roughly the same profile and mark the hard edges as creases using Edges -> Mark Sharp. Then apply a subdivision surface modifier to smooth it round. You can disconnect the middle portion from the ends before applying the modifier by selecting the faces you want to be their own object and tapping the P key. You will still have to double the edge loops where the pieces meet somehow, but your work will be isolated.



              There are a couple of reasons to avoid triangle faces: They can cause weird deformations during animation if they break edge loops. But even if a model is not going to be animated, you can get weird shading effects if the diagonals and/or interior angles of adjacent faces are significantly inconsistent. Further (and most glaringly), you don't want inconsistent surface curvature by retopologizing a ring of quads into a ring of sawtooth tris. None of that means it is bad to EVER use tris, only that you have to be careful how and where you use them.






              share|improve this answer











              $endgroup$

















                1












                $begingroup$

                Maybe try building it from scratch with simpler geometry. You can do with a 5-sided cylinder, but I like using powers of 2 (you need more than 4 sides): Extrude an 8-sided cylinder into roughly the same profile and mark the hard edges as creases using Edges -> Mark Sharp. Then apply a subdivision surface modifier to smooth it round. You can disconnect the middle portion from the ends before applying the modifier by selecting the faces you want to be their own object and tapping the P key. You will still have to double the edge loops where the pieces meet somehow, but your work will be isolated.



                There are a couple of reasons to avoid triangle faces: They can cause weird deformations during animation if they break edge loops. But even if a model is not going to be animated, you can get weird shading effects if the diagonals and/or interior angles of adjacent faces are significantly inconsistent. Further (and most glaringly), you don't want inconsistent surface curvature by retopologizing a ring of quads into a ring of sawtooth tris. None of that means it is bad to EVER use tris, only that you have to be careful how and where you use them.






                share|improve this answer











                $endgroup$















                  1












                  1








                  1





                  $begingroup$

                  Maybe try building it from scratch with simpler geometry. You can do with a 5-sided cylinder, but I like using powers of 2 (you need more than 4 sides): Extrude an 8-sided cylinder into roughly the same profile and mark the hard edges as creases using Edges -> Mark Sharp. Then apply a subdivision surface modifier to smooth it round. You can disconnect the middle portion from the ends before applying the modifier by selecting the faces you want to be their own object and tapping the P key. You will still have to double the edge loops where the pieces meet somehow, but your work will be isolated.



                  There are a couple of reasons to avoid triangle faces: They can cause weird deformations during animation if they break edge loops. But even if a model is not going to be animated, you can get weird shading effects if the diagonals and/or interior angles of adjacent faces are significantly inconsistent. Further (and most glaringly), you don't want inconsistent surface curvature by retopologizing a ring of quads into a ring of sawtooth tris. None of that means it is bad to EVER use tris, only that you have to be careful how and where you use them.






                  share|improve this answer











                  $endgroup$



                  Maybe try building it from scratch with simpler geometry. You can do with a 5-sided cylinder, but I like using powers of 2 (you need more than 4 sides): Extrude an 8-sided cylinder into roughly the same profile and mark the hard edges as creases using Edges -> Mark Sharp. Then apply a subdivision surface modifier to smooth it round. You can disconnect the middle portion from the ends before applying the modifier by selecting the faces you want to be their own object and tapping the P key. You will still have to double the edge loops where the pieces meet somehow, but your work will be isolated.



                  There are a couple of reasons to avoid triangle faces: They can cause weird deformations during animation if they break edge loops. But even if a model is not going to be animated, you can get weird shading effects if the diagonals and/or interior angles of adjacent faces are significantly inconsistent. Further (and most glaringly), you don't want inconsistent surface curvature by retopologizing a ring of quads into a ring of sawtooth tris. None of that means it is bad to EVER use tris, only that you have to be careful how and where you use them.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Jun 15 at 18:38

























                  answered Jun 15 at 18:30









                  hatinacat2000hatinacat2000

                  1637 bronze badges




                  1637 bronze badges




















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