3dCMS Knowledge Base
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Modeling

Decimate & poly budgets

Keep big scenes fast: read poly counts everywhere they surface, and decimate heavy models down to a target triangle count.

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Triangles are the currency of a fast scene. 3dCMS surfaces poly counts wherever they matter and gives you a one-click way to bring heavy models down to size.

Where poly counts show up

  • Scene Stats overlay (Viewport ▸ Scene stats) — live vertices / polys / draw-call estimate for the whole scene.
  • Asset Library badges — every model shows its triangle count and a weight tier: low (≤ 8k), mid (< 35k), or high (≥ 35k).
  • Properties — a selected imported model shows "Current: N tris" next to the decimate controls.

Generation poly tiers

When you generate a 3D model, you pick a detail tier that sets its poly budget:

TierBudgetUse for
Low~5k facesObjects you'll place many times
Mid (default)~20k facesGeneral use
High~50k faces + HD textureA single hero piece

Why does low-poly matter even though 3dCMS instances repeated objects? Instancing collapses draw calls, but every copy still carries its own triangles. Scatter a 50k-triangle rock 200 times and that's 10 million triangles. Scatter a 5k version and it's a tenth of that.

Decimate to a target

Select an imported model and open Properties ▸ Geometry ▸ Decimate (LOD):

  1. Set a target

    Type a Target tris count, or use the quick buttons 200 / 1k / 5k.

  2. Decimate

    Click Decimate. The result is saved as a new low-poly model and your object is repointed at it, keeping the fast instanced render path and an updated poly badge.

Decimation keeps the shape, not the textures A decimated copy preserves the silhouette but drops UVs and textures — it renders as a solid color (recolor it with the Tint control). That's a great trade for distant, scattered fill, and a poor one for a close-up hero. The achieved triangle count may also differ slightly from your target; the badge shows the real result.
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