How to make lighter models in Blender
When is the model is too heavy for work or for rendering in Blender?
BlenderKit models are meant to be used in larger composed scenes and our users also love to export the models into game engines.
There are various reasons why your viewport is stuck, or you run out of memory with the Cycles renderer. This article should help you understand how to make your models lighter.
Subdivision surface modelling
When using subdivision surface modeling, never apply the subdivision surface modifier. Keep the viewport resolution as low as possible for real-time editing. Also, keep the render resolution just right for smooth shapes, but never go higher than needed.
Don't also apply the multiresolution modifier, keep it or bake your maps to the lowest possible resolution and then use subdivision surface modifier with displacement modifier to keep the detail.
Starting with high poly models like scans or dyntopo meshes?
Use the Decimate modifier and bake the normal maps.
Textures and materials
High-resolution textures are welcome since BlenderKit server generates lower resolutions from them, and sometimes you just need the extra resolution for the best detail. Modern game engines also can deal with high resolution textures and take care of the detail. But don't use a 4k texture for a spoon or a cup.
Don't use many materials on single model/object. Always make unique UV maps and PBR image sets in an app that can do that. PBR material system can combine many materials in just a few texture maps.
See next articles
In this short article, we will talk about Fantasy Design. The BlenderKit team sees Fantasy Design - as a design not of a very high level. As a rule, novice designers do not have enough knowledge, but they have a great desire to do Fantasy Design.