Optimizing your Mesh

This doc is an overview of the documentation within the category covering different ways to optimise your assets.

As MONA works on WebGL/Browser it is important to get your asset polygon count as low as possible while keeping it looking the quality that you would like. There are many ways to do this depending on the 3D Tools you have access to and willing to learn, as well as the time you have to do it.

The tutorials within this category will go over various approaches to optimising your assets.

Retopology is the approach of basically tracing the high polygon asset manually and creating a low polygon model. You have complete control where every polygon goes and you can make it 'neatly' with good edge loops so you can add/reduce polygons as needed much more easily. This also makes it much easier to unwrap for texturing.

This approach is basically required for characters as posing and animation usually plays a part, and the edge loops play an important role in how easy it is to rig, or apply to a skeleton, as well as how good it looks when posed or animated. So keep this technique in mind if you are looking to create VRM Avatars.

The simplest way to do this is by creating a separate model, a simple box or a single polygon plane for example, and then use the snap tools to place and extend polygons over the high polygon manually. This does take longer but the results are also much better and cleaner than using decimation or remesh tools.

As this is a more complicated approach, I will add two videos below. One is reducing a curved asset made in Rhino in Blender, and the other is one of the Workshops that cover optimizing Photogrammetry.

In some cases you may just want a lower polygon asset, but in other cases you may want to project they high polygon information onto the low polygon asset as a normal map texture, basically a texture that implies bump detail. This is covered in more detail in the next tab.

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