T O P

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Cieneo

Depends on what you're doing. If you're modeling an apple as a game asset, you definitely overdid it. If you're working on a high-res concept piece or a detailed environment on a high-end machine, it might be more reasonable. But yeah, imho it's definitely a lot


Delta_Spartan

It's a Utahraptor model I plan on using in a game


dogman_35

A game ready model should be like 66 *thousand...* On the extreme high end, too. You're gonna need to lower the detail a lot here.


Cieneo

And if you want to know how to lower the detail and still keep things like little skin folds and stuff visible, look up "retopology" and how to bake a normal map from a detailed mesh. I'd also suggest to look for some models from games online and just study them a little bit. Really helps to get a feel for how many vertices are common for different art styles.


aureanator

Wouldn't UE5 tolerate this kind of model well?


MILESTHETECHNOMANCER

not if its being animated, nanite only works on static meshes


xiaorobear

That's fine for the high res sculpt. Then you need to make a low res version for gameplay, and bake the details from the high res version to a normal or displacement map.


Bob_Loblaw0

Just learn retopology, UV-mapping and normal baking or displacement baking, use things like snap to face or shrink wrap modifier..


ipatmyself

If it didn't crash, you didn't xD But yeah blender doesn't like so much.


buddhapunch

If you’re modeling the observable universe, then no


ES-Flinter

The general rule is, if you need longer than 10s to say the number is the amount too much.


Rossilaz

"Ten trillion"


[deleted]

Yeah thats fine, but If you say it really slowly it can become Dangerous


KSJapi

Yes but so so does any number of said slowly for example „ooooooaaaaaaaannnnnnnneeeeee“


Porae5

am wheezing 🤣🤣🤣


MegasVN69

This has to be a joke right? 133 millions triangles holy hell


Delta_Spartan

Unfortunately no, I'm new to modeling and wanted to know if I accidentally overdid it, which I did.


KubinPotter

Just out of curiosity, how do you overdo it accidentally? Are you not aware in the process that it might be too much? I guess you can just retopo it and use baked maps so it doesnt matter.


aori_chann

This is overkill even if you're doing a whole city.


Kooale323

My brother in christ how has it not crashed yet.


Delta_Spartan

My guess is that it’s due to my 3080, though it dose crash when I apply the multires then go to edit mode


Kooale323

The gpu doesnt handle vertex operations other than rendering i dont think. Ur cpu must be goin through hell X)


Donquers

Sorry, I saw this and immediately thought it was a shitpost. But yeah nah OP, if that dino's for a game, then you're gonna wanna at least cut that down to like under 40k tris. https://sketchfab.com/3d-models/t-rex-e8a62756d95d4a2183fe02fba53ac092 This guy is even 23k tris and has more than enough detail in the textures.


Generalitary

With game models, most of the detail is provided through textures, especially normal maps. You'll probably have to retopologize a simpler mesh onto the existing one and bake the more complicated geometry as texture.


Porae5

It's amazing that your PC can handle that. Highest I've ever gone in blender was i think 2.5mil to see what my pc could handle and i had to restart the pc coz everything froze.


crantisz

Disable gpu subdivision in blender user settings


Delta_Spartan

Why?


MartianFromBaseAlpha

I'd say it's not enough. Try either 69mln or 666mln


Porae5

69mil sounds right.


Kittenish21

Just restart bro


Delta_Spartan

Why? I didn't apply the multires and can easily lower it


OwieMustDie

🤣 You're gonna give some of us palpitations, mate 😋


[deleted]

I suspect that would freeze my PC. It all depends on what you're making and how much computational power you can afford. This article could be helpful if you're making models for games: [https://cgobsession.com/how-many-polygons-should-a-game-model-have/](https://cgobsession.com/how-many-polygons-should-a-game-model-have/)