Materials doesn't appear- How I decrease the numbers of polys

Hello all

I designed this bottle and its label in Rhino (i designed the label in illustrator and then brought it in Rhino as a material). As Rhino hadn’t .glb output format I had to transfer the objects into Blender.

Because the label position changed in Blender, I had to transfer the object parts with two different formats. I imported the body and label as one united object with .obj format ( to prevent the label replacement), and the other parts as a few separate objects with .fbx format into Blender.

Well, this method worked.

The employer requested a .glb output file, and I did that for him.

After this stage, the employer asked me later, can you reduce the numbers of polys in Blender ( that is one of my questions). I don’t know how to do that in Blender and how to create a low poly object?

I opened the saved and closed Blender file later but encountered an odd thing:

The label had been deleted, while it existed before I save and close Blender! (as you see in the picture)

Why this happen, and how can I recover the label( that is my second question)?

Thank you in advance

Most likely, the image file has been moved. To fix this, navigate to the image texture node, click the folder, and select the image texture to load it.

Another possibility is that the texture is an SVG file, and you need to convert it to a raster image to use it as an image texture node. This can be quickly done by importing the image to gimp, and exporting it to a JPG or PNG.

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You were right, I had deleted the image on the desktop. I took it back and the object in Blender got the image

Many thanks :slight_smile:

please answer my second question:

How can I make the object with lower poly?

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You can use the Decimate modifier for this, or you can retopologize manually. I’d say the decimate modifier would be easier and faster here

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Thank you very much :slight_smile:

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But I couldn’t find Decimate in modifier properties?

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I used the modifier, but the decimation deform the object and it is unusable for that bottle practically.

Are you using the Collapse option on that modifier? It should preserve the shape- try a ratio of 0.5 or so

Even .8 affect the normality of the shape

Can you share your wireframe? How many polygons are you at, and what’s your budget?

After you’ve reduced poly count in Blender as far as you can, a couple other things you could try to reduce the poly count in the exported glTF file:

  1. delete any unused UV sets and vertex color sets
  2. try re-welding vertices after export (requires node.js)
npm install --global @gltf-transform/cli
gltf-transform weld input.glb output.glb

Hi, all

I wanted to send you the complete file but it is 6.5 MB and uploading it is not possible (the allowed maximum size is 5MB).

Let me to send you a wireframe screenshot::

Also, the number of the body meshes is 18750

When I reduce the meshes the shape began deforming from the top

Ok here’s something you can try- select everything below the neck/top of the bottle, since that part needs to keep its shape. Add that to a vertex group. Set that vertex group in your decimate modifier, and click the arrow button next to the group name to invert it

I have not worked with blender much. Where is vertex group?


First, go to the triangle-looking icon in the properties. Then, open up the Vertex Groups panel. Click the “+” to add a new group. Select what you want, click “Assign” to add to that group

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I did that but nothing changed; the same problem appears.

Something must have gone wrong in the process. If you Assigned your vertices to the group you’d be seeing something like this where part of the mesh maintains the original geometry and part does not:

The result is the same.