With the blend so big the compiled game will be about double the size. Maybe there's objects in hidden layers. Another possibility is that things that you aren't using are still hanging around in the Blender library, like left over meshes or textures that you aren't even using anymore.
The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes. This is not usually used on meshes which have been created by modeling carefully and economically (where all vertices and faces are necessary to correctly define the shape).
Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) as contrast with high-poly meshes in animated movies and special effects of the same era.
The easiest way is to set an entire object as smooth or faceted by selecting a mesh object, and in Object Mode, click Smooth in the Tool Shelf. This button does not stay pressed; it forces the assignment of the “smoothing” attribute to each face in the mesh, including when you add or delete geometry.
When importing the FBX file into 3ds Max, follow these steps:
- In 3ds Max, click Customize menu > Preferences.
- On the Files tab of the Preferences dialog box, under File Handling, select the “Compress On Save” check box.
- Save this file to your drive with a name such as BB. max. This will compress the file size.
I get this was posted over a decade ago, BUT: in blender 2.8, there is an actual option to “un-subdivide” your mesh. When you go into edit mode, look under the edge menu, and it should be the sixth option from the top.
So target about 1500 to 3000 polygons per standard object. For Characters go for about 5 to 8000 polygons. Then you should be on the right way.
There isn't a hard techincal limit, other than 65k verticies per single mesh (if using default, 16bit indexing), but I don't think there's a limit on mesh count, and if you are reusing meshes, you can draw them using Graphics. DrawMeshInstanced, or if you fancy some buffer work, Graphics.
Polygon countFor mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time.
It's ~3700 quads before subdivision, and ~234,000 after subdivision. It's the first time I've ever considered any of my models to be high-poly, yet I'm certain that 3700 must be small potatoes for some of the posters here.
Select Display > Heads Up Display > Poly Count. The Heads Up Display appears in the upper left corner of the view. Total counts for all visible polygons. Counts for selected polygons.
SubTools increases the amount of polygons you can work with by allowing each SubTool to have as many polygons as your system can handle. For example, if your system can handle 8 million polygons for one SubTool you can have a model equal to 32 million polygons by having 4 SubTools of 8 million polygons each.
- Quads are the faces (ones with four sides) If you would like to quickly increase the number of quads, add a sub surf modifier.
- Another way to increase the number of faces is to select one or more faces, and use the subdivide tool (in edit mode, W > subdivide).
How can I optimize the poly count on a shape? Please consider that I am brand new to blender. In Edit Mode, select your object. From the 3D Menu select Mesh -> Scripts ->Poly Reducer Select your options from the box that pops up and go.
Polygons are straight-sided shapes (3 or more sides), defined by three-dimensional points (vertices) and the straight lines that connect them (edges). The interior region of the polygon is called the face. Vertices, edges, and faces are the basic components of polygons.
The polygon count refers to the number of polygons being rendered per frame. Beginning with the fifth generation of video game consoles, the use of polygons became more common, and with each succeeding generation, polygonal models became increasingly complex.
Select your object, and go into edit mode ( Tab ). In the info bar it will say how many triangles are in your object. In object mode it will tell you how many triangles you have in the current layer(s).