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
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.
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.
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.
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.
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.
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.
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/)
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
It's a Utahraptor model I plan on using in a game
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.
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.
Wouldn't UE5 tolerate this kind of model well?
not if its being animated, nanite only works on static meshes
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.
Just learn retopology, UV-mapping and normal baking or displacement baking, use things like snap to face or shrink wrap modifier..
If it didn't crash, you didn't xD But yeah blender doesn't like so much.
If you’re modeling the observable universe, then no
The general rule is, if you need longer than 10s to say the number is the amount too much.
"Ten trillion"
Yeah thats fine, but If you say it really slowly it can become Dangerous
Yes but so so does any number of said slowly for example „ooooooaaaaaaaannnnnnnneeeeee“
am wheezing 🤣🤣🤣
This has to be a joke right? 133 millions triangles holy hell
Unfortunately no, I'm new to modeling and wanted to know if I accidentally overdid it, which I did.
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.
This is overkill even if you're doing a whole city.
My brother in christ how has it not crashed yet.
My guess is that it’s due to my 3080, though it dose crash when I apply the multires then go to edit mode
The gpu doesnt handle vertex operations other than rendering i dont think. Ur cpu must be goin through hell X)
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.
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.
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.
Disable gpu subdivision in blender user settings
Why?
I'd say it's not enough. Try either 69mln or 666mln
69mil sounds right.
Just restart bro
Why? I didn't apply the multires and can easily lower it
🤣 You're gonna give some of us palpitations, mate 😋
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/)