Use Polygon Reduction to keep scenes fast without sacrificing visual fidelity or breaking downstream workflows.
- When to use it
- Background assets in archviz, set dressing, and crowds.
- Heavy CAD imports and kitbash parts that won’t be seen up close.
- Real-time exports for Unity/Unreal or AR/VR previews.
- Non-destructive setup
- Add a Polygon Reduction generator and make the high-poly object its child.
- Keep the original on a locked layer for safety; compare results with the Solo/Isolate tools.
- Dial reduction in stages (e.g., 20% → 40% → 60%) and inspect shading after each step.
- Smart settings to prioritize quality
- Preserve UVs to keep textures stable; verify seams after strong reductions.
- Protect borders and hard edges to avoid holes or panel gaps.
- Maintain smoothing: confirm Phong/Normal tags still look correct after reduction.
- Prefer keeping quads where possible if you plan to do additional modeling or deformations.
- Local control with Vertex Maps and Fields
- Assign a Vertex Map to drive where reduction occurs; paint protected zones (logos, faces, silhouette edges).
- Use Fields on the Vertex Map for procedural control (e.g., Freeze to grow protection, Shader Field to spare high-contrast areas).
- If the influence feels inverted, flip the range or invert the map for the desired result.
- Animation and rig considerations
- Reduce before rigging/weighting whenever possible.
- If you must reduce an already rigged mesh, test deformations thoroughly; transfer or smooth weights as needed.
- Pose Morphs and corrective shapes may need to be rebuilt or rebaked after significant topology changes.
- LOD and viewport performance
- Create multiple reduced versions (e.g., 50%, 25%, 12%) for a clean LOD chain.
- Use the Level of Detail object or Takes to swap models per distance or shot.
- Combine with Multi-Instances to dramatically cut memory and draw calls.
- Exporting for real-time
- Finalize with Current State to Object to bake the reduced mesh.
- Triangulate if the target engine requires it; verify tangents and normals.
- Keep a single, tidy UV set; rebake normal/AO maps if shading changes.
- Troubleshooting fast fixes
- Shading artifacts: adjust Phong angle, regenerate a Normal tag, or slightly lower reduction.
- UV stretching: reduce strength locally with a Vertex Map; re-layout problem islands.
- Thin parts collapsing: protect edges and critical loops; add support geometry if needed.
- Quick workflow checklist
- Duplicate mesh → Add Polygon Reduction → Stage strength → Protect with Vertex Map/Fields → Validate UVs and shading → Bake → Export.
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