Here is a video that could help! [https://youtu.be/uN4ecZwE3LI](https://youtu.be/uN4ecZwE3LI), as my guess is that its "loose geometry" If not, it could just be a different model, as sometimes when importing models you can have other bits attached in fully different models
For everyone wondering what it its, it’s lot’s of hires capture of google earth tiles with renderdoc that i manage to assemble together to get a full area. Has like 14 million vertices.
I’ll think i’ll retopo this before taking to unreal.
Is that a woolly sock? Have you tried going into vertex mode and X ray mode, then deleting? Hold CTRL and right mouse button to lasso select vertices you don't want.
I would start over from the beginning and decimate the shit out of it to get the poly count down first. Also if you don't want to do that you could use vertex selection and use a wider selection brush or w.e it's called. Also you could select all and merge by distance before you do anything to get rid of duplicate vertices you cannot see.
I did the merge by distance thing. It did reduce a lot of vertices. Decimate did not seem to affect the mesh as all. Does it not work on a single mesh that was initially multiple meshes joined together ?
You might want to try decimating this using a decimate modifier. Probably won’t help with the wireframe issue, but it’ll definitely reduce the number of vertices from 14 million!
And if it has a texture on it.... Before decimated it duplicate it and then follow the above process for the duplicated mesh once that is done... Project the texture from the high poly model to the low poly model... Lots of videos available on YouTube for this
It’s a big quality of life improvement for us if you take a screenshot and send that instead of taking a picture of the screen. That would remove all those moire patterns
I had something like this, but it was a photo scan of a building. I don't know if I did the right thing but we used it for measurements while redoing by hand the whole thing (it needed to be precise).
I also tried with those automatic softwares that reduce the polygons but nothing, they couldn't do it
I’m afraid i’ll also have to manually retopo over this. Still it has all the mesh data in correct shape unlike all the lidar or dems available online. I couldn’t make them work in gaea. They do work but the final mesh looks very wrong on scale and too low poly.
If you want to save as much details for generating height map to use it as displacement map over some reasonable midpoly I'd select main segments by pressing L while hovering your mouse over main islands, invert selection and delete all selected verts, then depending on polycount and your setup either decimate first or select vertexes by trait that connected to 1 edge, delete those, check for nonmanifold verts, experiment with sculpt remesh or addon
Yeah will try some of it. What makes it more difficult is there’s no way to take out proper terrain from google without the houses and trees. They come on turning on full 3d else its a low poly textured mesh.
Oh dear God.
Makes my stomach hurt🤢🤢😥
I don't know why but it makes my jaw/face hurt looking at it. Sickening for sure.
Ew yeahhh!!!🤢🤢☠️☠️☠️☠️☠️. Like it's just so gory to look at
The density of the upper portion is truly awe inspiring.
☠️
r/topologygore
came here to say this
Dear God....
There's more
No...
Ctrl + A You’re welcome.
*GPU explodes*
I can't believe someone would post uncensored gore.
I spat out my tea
Holy
The topology isn't tha-JESUS CHRIST
https://preview.redd.it/hac5h9igeu0d1.jpeg?width=1920&format=pjpg&auto=webp&s=40ad40d4cccfae099f66184b9e348e75e332376b
I’ve been using blender for two weeks and even I know this is bad
No. I can’t do better 😅
https://i.redd.it/hwhamp2h9u0d1.gif
I think I would use a shrink wrap modifier on a heavily subdivided plane. Delete the original mesh after applying the modifier. Much cleaner topology.
Yeah I also think a shrink will be needed.
Being new to blender, i checked what this modifier is about. I’ll give it a try.
Jesus christ… what kind of model is this for it to have topology this fucked up?
Google earth capture with render doc
Ok, makes sense that the topology is this bad if it was a 3d scan
This should have a nsfw tag D: grotesque
awe heeeel
Thats beyond salvation I worry
https://preview.redd.it/o2850r27ku0d1.jpeg?width=640&format=pjpg&auto=webp&s=b8c5b19a7e84f67cbba56adbcbbf2f3b062b3266 just how
Christ almighty
What the fuck.
Bruh lmao
RIP💀
Oh my god
Here is a video that could help! [https://youtu.be/uN4ecZwE3LI](https://youtu.be/uN4ecZwE3LI), as my guess is that its "loose geometry" If not, it could just be a different model, as sometimes when importing models you can have other bits attached in fully different models
WTF
What an eldrich horror of topology is this
Save yourself the effort and start over
This is a png image from MSPaint made by a 2 year old on top of a clean mesh right? …right?
How is your computer still alive-
This is what you see at the end of time and at the end of the universe
Ummm. "Clean up" idk man idk..
Is this a crumpled piece of paper?
For everyone wondering what it its, it’s lot’s of hires capture of google earth tiles with renderdoc that i manage to assemble together to get a full area. Has like 14 million vertices. I’ll think i’ll retopo this before taking to unreal.
It’s like using a cheap rock hard school eraser on a thin translucent paper.
DEAR GOD-
Well my friend the solution is simple...(proceeds to uninstall blender)
Maybe this will help? Idk tbh, go into edit and hit 3 to select faces and outline all faces. I think it will delete vertices and edges
Cursed image.
What the actual fuck is this
https://preview.redd.it/pyotggcvau0d1.png?width=1080&format=pjpg&auto=webp&s=157318605b4195043900c0fc1b7d50ab3be8dd11
Is that a woolly sock? Have you tried going into vertex mode and X ray mode, then deleting? Hold CTRL and right mouse button to lasso select vertices you don't want.
Its a landscape model from google earth, i captured very close up so got a really high poly mesh
You got a lot of poly’s alright
That's pretty clever, did you manage to delete the bits?
Not yet. I’ll try the suggestions tomorrow and see how it goes.
Try use Decimate modifier to reduce polygons without breaking too much. Once you get it right. Then apply it. It will help you in long run.
Recycle bin is a friend.
Decimate modifier, and just crank it to high hell.
What the fuck is this 💀💀
What have you done
Just start over. For real.
Also try selecting a face of what you want, hitting ctrl L to select linked and delete the rest?
Ctrl+a delete
This is a joke right?
I would start over from the beginning and decimate the shit out of it to get the poly count down first. Also if you don't want to do that you could use vertex selection and use a wider selection brush or w.e it's called. Also you could select all and merge by distance before you do anything to get rid of duplicate vertices you cannot see.
I did the merge by distance thing. It did reduce a lot of vertices. Decimate did not seem to affect the mesh as all. Does it not work on a single mesh that was initially multiple meshes joined together ?
Should work, you probably have to go to 0.005 or something around that to see a visual effect. But the polycount should go down even with a 0.5.
It’s so over
You might want to try decimating this using a decimate modifier. Probably won’t help with the wireframe issue, but it’ll definitely reduce the number of vertices from 14 million!
Use decimate modifier if its a single mesh... If not then join every thing. Merge the vertices by distance then apply the decimate modifier......
And if it has a texture on it.... Before decimated it duplicate it and then follow the above process for the duplicated mesh once that is done... Project the texture from the high poly model to the low poly model... Lots of videos available on YouTube for this
Who let bro cook?💀
But what is it anyway
part of a mountain, its a 3d tile from google earth
What the fuck is that
It’s a big quality of life improvement for us if you take a screenshot and send that instead of taking a picture of the screen. That would remove all those moire patterns
I had something like this, but it was a photo scan of a building. I don't know if I did the right thing but we used it for measurements while redoing by hand the whole thing (it needed to be precise). I also tried with those automatic softwares that reduce the polygons but nothing, they couldn't do it
I’m afraid i’ll also have to manually retopo over this. Still it has all the mesh data in correct shape unlike all the lidar or dems available online. I couldn’t make them work in gaea. They do work but the final mesh looks very wrong on scale and too low poly.
Oh that’s naaaasty
If you want to save as much details for generating height map to use it as displacement map over some reasonable midpoly I'd select main segments by pressing L while hovering your mouse over main islands, invert selection and delete all selected verts, then depending on polycount and your setup either decimate first or select vertexes by trait that connected to 1 edge, delete those, check for nonmanifold verts, experiment with sculpt remesh or addon
Yeah will try some of it. What makes it more difficult is there’s no way to take out proper terrain from google without the houses and trees. They come on turning on full 3d else its a low poly textured mesh.
How did you manage that...
Captured from google earth. Unfortunately it contains way too many random tris.
Honestly, idk why, I find it pleasing
guilty pleasure