I thought my model was fine. Then I checked the vertex count. That number shocked me.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.
On Day 48 of my game development journey, I focused on low-poly modeling and optimization for games.
What I tried / learned today
I learned that low-poly models are crucial for games because vertex count directly affects performance.
I checked my fidget spinner model in Blender.
It had around 28,000 vertices, which is far too high for a simple prop.
To reduce it, I:
- Removed unnecessary edges and faces
- Used Dissolve Edges to clean up topology
- Kept only the geometry that affects the silhouette
After cleanup, I reduced the model to around 5,000 vertices.
I’m still trying to lower it further without damaging the shape.
What confused me
At first, I didn’t know:
- How low “low-poly” should actually be
- When to stop optimizing
- Which edges are safe to remove
I was also confused about why the Subdivision Surface Modifier adds so many vertices so quickly.
What worked or finally clicked
I finally understood that:
- Games don’t need extra geometry for tiny details
- Subdivision Surface is not suitable for game-ready models
- Hidden or flat areas can be simplified safely
What matters most is the overall shape, not tiny surface details. Those details should be added using normal maps, not extra geometry.
One lesson for beginners
- Always check vertex count
- Avoid Subdivision Surface for game assets
- Use Shade Smooth instead
- Bake details into normal maps
- Optimization takes time and patience
Slow progress — but I’m building a strong foundation.
If you’re also learning game development,
what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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