>Epic Hair>19.3k trisThe whole model needs to be less than 20k. I need to scrap all of the hair don't I? I could only get it down to about 11k after decimation. I guess there's too many strands.
Look like a donut and an anvil combined to me.
>>616378I'm editing it from a source. I found a bunch of unnecessary geometry. But there are 3 basic layers of hair. I'm just gonna remove them one by one until it gets reasonable.
>>616376You still have 700 tris for the rest of the figure. Don't be a faggot. Keep the hair.
You can bypass the poly limit in the VRchat SDK by editing a file in the add-on's folder.
does not look poly heavy to me. maybe its because of the tris?try this see if it works
>>616387Oh really?>>616391Don't quads get converted back in to tris when you bring it in to unity?
>>616395yes but if your mesh is quads in blender its easier to select loops and delete what you don't want
Time to get that mesh in the oven, mate.
This is an XNALARA model off Deviantart, right?Did you already delete the extra meshes (the specularity + transparency mesh and other extra shit) and W -> Remove Doubles while in edit mode?Also be careful with Alt J, sometimes Blender gets it wrong and generates triangles (usually because the game model has some triangles by design) in weird places, though this looks like a quad based model so Tris to Quads should work fine
How about trying this? Select every other then remove.https://blender.stackexchange.com/questions/3487/select-every-other-face-loop
>>616475I found out this model is riddled with texture issues among other things. It looks like the author used another model for reference. The model I was working with was supposed to be a rory mercury model. I have since found a different model, but it has too many verts. Looks like a R-18 model. For now, I've scrapped the original project.
>>616376Is that hair ripped from the Hyperdimension Neptunia?
>>616623I don't know what it's ripped from. What I do know is im putting the cart before the horse. Time to step back and just build from scratch.
>>616376Well for a 20k model you can do 3-5k for the face, 10-12k for body/clothes, and rest for the hair. Should be enough. Biggest issue with that current model is that has so many different strands. Could easily consolidate most of it into one mass. Then add a few strands for character. Obviously won't look as good, but 20k budget.
>>616475Alt J works best if applied in stages. Select a patch of tris, Alt J, inspect, move on to the next patch. But yeah that hair mesh will probably convert to quads just fine.
>>616376Pretend it's 2001 and any model too complex will fry your PC. I'd probably use planes and protect a texture on them instead.
>>617337yeah, and maybe design larger locks
>>616376Have you tried passing it through instalod first?>>616477>blindly removing them>not recalculating and selectively removing those that add the least detail
>>619461>instalodHow? They ended their public availability over a year and a half ago and do not respond to any evaluation requests from non-AAA studios or generally famous artists with a social media following.It's effectively impossible to acquire.