I have heard that meshes could only take less memory if I remove the extra un-shown vertices and faces, and I have heard that I could do that on blender. However, I have a mesh with a LOT of un-shown vertices and faces (like half of the mesh is inside itself), is there any automatic way of doing this or would I have to manuelly delete each vertice?
From your description, Iâm imagining something like a statue or a car chassis or something that is one solid object that wonât need to animate when all the un-shown stuff has been cleaned up. If thatâs what youâre talking about then there is a relatively quick way to do that in Blender, but there will probably be additional cleanup youâll need to do. Hopefully your mesh hasnât been textured.
- Select all the separate parts in your mesh (if there are more than one) using Shift+LeftClick and combine them together with Ctrl+J
- Create a Cube (Shift+A â Mesh â Cube), scale it so it is bigger than your mesh (S key to scale), and move it (G key to move) so that it completely surrounds your mesh.
- Select the combined mesh object and add a Boolean modifier (When the mesh is selected, look at the side of screen for the properties window, and look for the tab with the wrench. Click the âAdd Modifierâ dropdown and choose âBooleanâ.
- (Assuming youâre using Blender 2.9 or later:) Select the âIntersectâ option, âExactâ solver, and âSelfâ under the solver options. Then select the eyedropper icon where it says âObjectâ and choose the big cube you made in the viewport.
- That should basically give you a version of your mesh minus the un-shown vertices. Apply the modifier by selecting the down arrow next to the camera icon at the top of the Boolean modifier, and choose âApplyâ in the dropdown.
Youâll prob need to switch to wirefame at some point, which can be done by pressing âzâ on they keyboard and choosing an option. Can rotate around the model using the middle mouse button. Can delete objects by pressing âxâ. Pressing âtabâ key will put you into Edit mode where you can sel vertices, faces, or edges.
Once you have this shell of your former model, youâll prob need to do some additional cleanup. There is a Decimate modifier that can be used to simplify the geometry (lots of videos online), and while in Edit mode you can sel vertices and merge them by pressing âmâ and selecting an option.
Hopefully thatâs enough to get you started. GL!
Hard to say without seeing the wireframe, but it looks like a smoothing issue. In Blender you can try to adjust the smoothing by selecting the mesh and Rt-clicking it and choosing âShade Smoothâ. Then in the properties window where you found the tab with the wrench for modifiers, look for a different tab with a green, upside-down triangle that is for Object Data. On that tab, look for the âNormalsâ section and click the âAuto Smoothâ box. You can then move the degree slider to get different smoothing on the mesh based on individual faces in the mesh.
Are all those lines going to the same vertex in the center? Can press âtabâ and then the â1â key and box select that area to see if itâs one or more.
For some reason that doesnât seem to do anything
Sorry, I wasnât completely clear XD. The â1â on the number pad and the â1â above the âqâ are hot keys for different things in Blender. It looks like you pressed â1â on the numpad and went into a side view. The view you had above is the better way to see it. When in Edit mode (tab key), pressing â1â above the âqâ should put you in vertex selection mode. Then you can just box select the very center where all the long lines are going to the center of the hill.
Additionally, you can turn on the Statistics overlay. At the top right of the viewport window there are some small icons with dropdowns and such. The 3rd one over, that looks like a little white sphere intersecting a little blue sphere, is the overlays dropdown. There is an option for âStatisticsâ in there that will show things like how many vertices/faces/edges/triangles are in your map and also how many you have explicitly selected.
Wait but I did press the 1 above the Q (I dont have a number pad)
ah⌠ok. looking at the screenshot, it looks like you are already in vertex sel mode anyway, so can skip that part. Can just go into Edit mode and box sel that center position from a top-down-ish angle. Anyway, if there are a bunch of vertices clustered around that center, then there may be a few steps to a fix.
Were you able to see any difference with the smoothing fix?
Ok, so that smoothing thing wonât remove vertices, it just changes how âlightâ will bounce off the mesh when itâs rendered. If you completely remove smoothing, each face would be visible in a render. With full smoothing you wouldnât see any creases; it would be a bit of a smooth-looking blob. Itâs basically a visual adjustment so you donât see the triangles in Roblox.
Does it look like the un-shown vertices you were worried about, from the earlier process, are gone or no? Still looks like it could use some more cleanup. Appears the border was built with a bunch of individual cube shapes that donât share vertices. Blender will have trouble reducing triangle count on something like that.That might require more hand cleanup than is worth it.
Sorry for the late reply, there was absolutely no change except for the addition of the weird stripes after doing the process, and the smoothing thing literally did nothing
Also why does it say âauto smootâ
I feel like it could also work If I just made every single vertice that isnât already connect to the middle connect to th emiddle or something
Im not really sure tho
Save a copy before you try it, but thereâs no reason not to try. It also looks like a bunch of cubes were used to build the outer part. Can try merging the corner vertices of adjacent cubes. If you delete too much and need to add a face just select 3 or 4 vertices and press âfâ.
I am trying to merge them but nothing happens, same with disolving
Are you merging by pressing âmâ? Can select a bunch of verts and merge to the center of them all, or you can choose one and then a bunch of other and merge everything at the location of the first or last vert selected.
im merging with lmb select (or was it rmb cant remember)
Edit mode-> vert selection
LMB and drag sel or hold ctrl and click each new vert.
then âmâ to merge (a few options in the menu that displays)