

below, the monkey at the left (that had a subsurf modifier implemented) has 8,000 vertices, whilst the un subdivided. this works particularly smartly with quad primarily based geometry. you'll use the 'decimate' modifier set to 'un subdivide' mode: expanding the selection of 'iterations' will increase the choice of instances the modifier un subdivides the item.


incomplete loops that go, say, 50 75% of the best way around), and unsubdivide will get me a spiky taking a look mesh.

What is the most secure strategy to reduce the selection of vertices according to loop whilst conserving the entire shape? decimate and limited dissolve seem to get me messy results (e.g. See my answer here for more detail.Modeling Unsubdivide Reduce Vertices In Loops Blender Stack This allows you to paint the areas for decimation. You can however specify a part of the mesh for the modifier to affect by creating a vertex group and assigning that to the modifier.Ĭreate a vertex group by by pressing the + button in Object Data > Vertex GroupsĪssign geometry to it by selecting the geometry you want to decimate in edit mode and clicking Assign in Object Data > Vertex Groups:Īnother option is to use Dynamic topology sculpting. Note that some modifiers (such as Subsurf) support being viewed in edit mode, however this will not do what you want. With modifiers, you can perform many effects automatically that would otherwise be tedious to do manually (such as subdivision surfaces) and without affecting the base topology of your object.īecause of this, a modifier which works in edit mode wouldn't really make sense because edit mode is for editing the base topology. Modifiers are automatic operations that affect an object in a non-destructive way. Note that the decimate modifier is a Modifier, which non-destructively affects the entire mesh (unless a vertex group is defined).
