I’m following the “Low Poly Character Training series” DVD, and my model, while it started with the same number of polys, now has twice the amount of polys as the instructor does in his model, at the same subdivision level in and out of Sculpt mode. Is it because of the faces on the back of each poly?
Can I delete the back-faces of the polys or was there a simple option to click for that?
Thanks for the reply Richard,
the object in question is the base_face mesh of the file in the link here: [http://www.pasteall.org/blend/26794
Oh I just looked at the back of the face piece in texture view and it is not double sided. but I can’t figure out why I literally have twice as many polys as the instructor does at this point in the video series…](http://www.pasteall.org/blend/26794)
To turn off the double-sided, press the N key to bring up the properties panel, look for the Shading section, and checkmark the box next to Backface Culling. Your model doesn’t have any duplicated faces.
You’re sure the instructor video has 7 levels of subdivision and half the polycount? I’m at a loss… The math checks out. It should be 294k faces which is what your model shows exactly.
Hey skywolfblue, thanks a lot for looking! Also thanks for letting me know that checking the “back face culling” switches the model to appear the way it would in Unity or any 3d game I’m importing the mesh into. That’s really what I needed to know here I suppose. What matters is the eventual low poly model will have good texture and normal maps, and not waste any polys where I don’t need them.