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
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UV maps names shouldn't be included in the material
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Material bump intensity shouldn't be too strong
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DirectX normal map
Your normal maps don't match the OpenGL standard. The material will not look correct after being downloaded from the BlenderKit.
The nodes are organized in a confusing manner. This may cause inconvenience to BlenderKit users.
material Subsurface scattering radius
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Wood mapping on model
The wood should always be mapped with the grain oriented parallel to the longer side of the wooden part, then the material in the BlenderKit database will look great.
Plant leaves with the alpha channel overlapping
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Model Topology Issues
There are topology issues in this model, like double/overlapping faces, double vertices, non-manifold faces, subdivision surface artifacts, or similar.
Wrong meshes or missing parts
Some parts seem to be missing, for BlenderKit uploads, be sure everything is parented to a single parent and not to include (unparent) any extra hidden meshes.
Missing textures in file
If filepaths to the textures are complex or have non-standard characters, Blender might have problem packing these.
Improve materials on Model
There are some things to improve in your materials. Please study how to correctly use Cycles / EEVEE material systems to reach a better result.
Why applying scale (and rotation) matters
So many reasons to apply scale whenever you can in Blender 3D!
Model unrealistic shape
The shape/proportions of the of the object aren't realistic. Check reference pictures to study more the real shape of this object.
Put the model on the ground
The model in the scene should lie in a natural way for faster production and to follow the drag & drop philosophy of BlenderKit database.
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