My realistic three has too many triangles

I have been modeling a very realistic three for some days and just today I got to finish it, at the moment of exporting the mesh to roblox studio it popped an allert that said, the limit of triangles is 10000, your mesh has 800000 triangles im really worried, I tried to search for videos but none of them worked it just reduced them but not by a lot. Anyone has a solution? I would appreciate it, thanks.

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Try reducing the amount of leaves you have, using a different method for applying leaves, or decimating the mesh.

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You can put it into separate meshes.

how can i reduce the leaves? im not the most experienced guy in modeling sorry.

Select some leaves, delete, repeat.

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You can always try using Blender’s Decimate modifier to reduce tris, but that may destroy some of your geometry given you have 800000 tris. I highly advise against separating it into different meshes as 800000 tris will kill your game’s performance. Most of the cars on Roblox are 100k tris when all is said and done and imported, so a tree with 800k tris is more than a little extreme. Try removing sections of the tree that really are not contributing a whole lot to the overall look.

Worst case scenario, you can always remodel it, it sucks to lose all the hard work, but at the end of the day, the performance benefits you’ll get will be worth it.

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roblox should improve their games perfomance shouldnt they? :pensive:

It’s partly the engine, but you also have to keep in mind that the average Roblox player is not playing AAA titles on their computers, and as such won’t have a great computer. Most kids are using their parent’s laptop or desktop, so it makes sense that they won’t have a high powered gaming PC.

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Oh, im actually searching to do realistic trees as its a showcase. But i guess roblox prefers low poly, low effort games over than realistic high quality games, nothing to do about it :confused:

You know that you can make realistic assets that also have low poly techniques applied to them? Use textures, for instance. Realism does not mean high poly count.

Can we see this tree? I have a feeling that you’re making each leaf in a 3D space instead of using Foliage Sheets which is more industry standard for a reason . There’s very little reason any asset like this should have 800k tris.

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here is the screen shot.
image

its a side shot, if you need a front shot tell me.

You don’t need to reply to yourself, just edit your previous post if you have more info to include :stuck_out_tongue:


Anyways, did you model each leaf? If you are, that’s why your tri count is so high. Do some research on what Foliage Sheets are, and use them instead.

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oh ok xD. Ill search it, thanks for the comment.

Why are you modelling a high poly three? You don’t need that many triangles to be able to tell its a 3. You can also easily take any font and extrude it, and there are 3D text plugins in Roblox.

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800k for just ONE object is extremely way too many, even showcase games wouldn’t go that far, it’s acceptable if it’s just for a render but if you’re planning to use that in a game, just don’t do it.

What was your process on modeling that tree? don’t tell me you modeled each leaf.

If the tree is like, a large map that players can roam around you can separate the model into tiny bits below 10k and then export it, re-attach them later after importing it.

Again, if it’s just for a prop and is not the main focus of the game, optimize it, most games use flat images for leaves and they work well, just try finding a more efficient method.

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I would go through your model and delete any unnecessary parts that wouldn’t be seen. That might cut down on the triangle count, after doing that, I suggest just uploading it in seperate meshes. This may take awhile though.

I would try going into edit mode and do the merge by distance (after presing f3),
if you have any subdivision surface modifier, i would recommend removing it, even though it makes the mesh look smoother, but you can also right click and shade smooth, which doesn’t look bad except if you have bad geometry. The decimate modifier could help, but even then, it has its limits. if you used a particle system for the leaves, i would turn down their numbers.

bruh are you even using blender?

obviously im using blender lol, asking that is just pointless.

No i didnt but i already fixed it

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