01.15.17

Today I worked more to pare down the excess polygons in the mesh in Blender. I began with over 6 million vertices, and managed to eliminate over 1.5 million of them by deleting rendered areas of the mesh that were not critical to the model as a whole. I also figured out how to import large meshes to Unity (the limit is typically 60k vertices). I downloaded an extension for Unity called OBJ Import, which breaks the large mesh into little pieces, imports those pieces, and then stitches them all back together. It had to break the mesh down into 152 pieces, and did so surprisingly efficiently.
Here is a picture of the original complex mesh without polygon elimination:
Mesh


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