Reducing the number of polygons in 3D objects helps improve a game's performance. This tutorial explains step by step how to clean up the geometry of voxel models in Blender to prepare them for export to game engines like Unreal or Unity.
Note you may have encountered 'polygon reduction' techniques under other names such as 'vertex reduction', '3D model optimisation' or '3D model clean up'.
This post covers the following workflow:
.fbx, and links to documentation for importing the optimised
.fbxinto Unreal and Unity.
Not covered in this post:
.gltfformat from Blender.
Use Avoyd Voxel Editor to export your voxel model to mesh (
.obj) for games - together with its materials and their properties, such as metallic, transparent and emissive - as follows:
.avwrAvoyd world file using
File > Open. (Download
.voxfile, a heightmap or a Minecraft file.
File > Export > Mesh (.obj)
.objfile name and press
Optimise Mesh. (Because you will optimise in Blender.)
Target Application Preset:
Unity. (For Godot use the
.obj file in Blender and clean up the geometry as follows:
File > Import > Wavefront (.obj).
.objfile then click
Material Preview(third sphere in the top-right corner).
Edit Mode(drop-down on the top left).
Modifiers(blue wrench on the right-hand side).
Edit Modeto see the result: the object is cleaned up, it has fewer polygons:
In Blender export the mesh to
.fbx for Unreal or Unity (
.gltf for Godot) as follows:
File > Export > FBX (.fbx).
Finally, follow the documentation to import the optimised
.fbx into Unreal or Unity: