the whole car is done like this, and it’s slowing blender down a lot… hardly workable (2.8, Eevee)… For example, it takes about 10 seconds to go from object to edit mode…
Is it the tri’s that is causing the slowdown… or the density?
Is there any way to simplify this mesh/object, and making this more workable? Its not a problem to loose SOME of the detail, because its going to be a simplified version of the car anyways (alsmost cartoony)… I tried the decimate modifier, but not a lot of luck with that…(it seems to decrease the faces, but im still seeing the same mesh density)
Use the addon ‘optiloops’ and deactivate the option ‘only closed loops’ (try it on smaller parts first and play with the options) optiloops.py (9.5 KB)
THanks for the asnwers so far by the way guys… "tri’s to quads’ helped me out and also decimating it a bit helped…
Would it also helped… if I linked the model to my scene when the model is done? In stead of appending it? I think i read somewhere that linking the blend file will make it easier on blender… (altough you can’t edit the model then but that’s ok)
I’ve tried with Meshlab’s Quadric edge collapse decimation, but it’s so slow that it’s quicker to manually retopo it.
There are other two solutions, one is Simplygon, which is free but you need Windows 10 and a Microsoft account (like hotmail) to use it, the other is Houdini with its PolyReduce; they are both very fast, but I prefer the latter.
You don’t need to go extremely low, after Houdini calculates the geometry the first time, you can increase or decrease the output polygons practically instantly.
And often, I’ve found that if you are going to do any uv mapping whatsoever or file size is important it is often just less hassle to do retopo by hand and be done with it.