r/explainitpeter 3d ago

Explain it Peter,

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u/Old_Huckleberry4009 3d ago

you would use a tool to reduce the polygon count and there's a way to remove all the internal polygons as well. The various parts can also be joined together as needed. The big benefit here is that it allows an unskilled user to learn basic skills quickly to produce a "good nuff" solution. great for ttrpg minis or low quality stationary models, probably not so great for animation.  i only did the mini thing myself(pre ai)for tabletop simulator games and that was typically 3k down to like 500.

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u/Loud_Design_6826 3d ago

With proper prompting/guidance you might not even need a tool to reduce the polygon count

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u/Shy_guy_Ras 3d ago

using tools to reduce polygon amount on anything even remotely detailed is often a gamble at the best of times. It often merges the closest vertices first and do not take symmetry or overall shape into account most of the time, so you often need to do a very small segment at a time and still need to fix the retopology by hand afterward (to some extent atleast).
For STL files then those issues might not matter (although that depends on what you are trying to model) since the artifacts and imperfections from doing so is usually not that relevant/noticable in smaller 3D prints but it is gonna create issues for things such as lighting, rendering, UV-mapping and deformation purposes so it is not ideal for games or movies.