Reduce 50k Polys to 7k in Minutes (AI Mesh Cleanup)
Автор: Building Aeon
Загружено: 2025-12-03
Просмотров: 1557
Описание:
AI-generated 3D characters look amazing on the surface…
until you switch to wireframe and see the chaotic topology underneath.
In this video, I’ll walk you through my fast re-topo workflow for turning messy, high-poly AI meshes into clean, game-ready characters. No sculpting. No full manual retopology. Just practical Blender techniques that drastically reduce poly count while keeping the model looking almost exactly the same.
In my example, I take a 50k-poly AI model and optimize it down to just 7k polys, with identical shading, silhouette, and animation quality.
We’ll cover:
✅ Spotting problem topology in AI models
✅ Using Decimate intelligently (not destructively)
✅ Selectively reducing density on hands, feet, face, and joints
✅ Cleaning up triangles piece-by-piece
✅ Preserving shading + surface normals
✅ Making the mesh ready for rigging and Unity/Unreal
If you’re using tools like 3D AI Studio, Midjourney, Rodin, or Hunyuan 3D, this workflow will massively speed up your pipeline and prevent headaches when you start animating.
Let’s fix some topology!
Chapters:
0:00 Intro
0:46 Trying face count settings on 3D Model Gen
2:18 Mesh cleanup in Blender
14:43 Rigging in Accurig
16:36 Import into Unity
17:44 Final thoughts and outro
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