hard surface models - converting high poly to low poly

I’m wondering what is the best way to convert a hard surface high poly model to a low poly model for use in a game engine like Unity. I know this model looks rather low poly already but there are internal parts that bring this model up to about 220,000 polys. Is the best solution to remodel as low poly? Would retopo be more effecient? What about using zbrush? Any help will be greatly appreciated. Thanks!

This should be possible in your modelling tool (called “decimate” or “optimize” or something like that, depending on what you use) Or there is a cool plugin for unity that does it also -

https://www.assetstore.unity3d.com/#/content/4294

Thank you Jaimi! That plugin looks like it might be what I’m looking for. The model was originally created in max. I also looking at Topogun.

Hey for that model, it depends what you need. You mentioned a bunch of internal stuff, do you need all that? If not, re-topology is exactly what you need. If you do, decimation may not be a good option because it sounds like it needs to work somehow, you may need to take it down piece by piece and build low polygonal meshes around the parts. If neither of those things are true tho, decimation should be ok, ditch the internal stuff tho :slight_smile:

Meshlab! It is light years ahead of maya when it comes to a one click poly reduce, just export your mesh as dae, load into meshlab, then do filter - remeshing- quadric edge collapse decimation.

If maya and blender fail to decimate it right I always resort to meshlab, and also as others said, if there are internal parts you can’t see, delete them.

Thanks for the help guys! I ended up just deleting internal stuff and I think poly count is low enough to use as is.
I will look into meshlab also. Sounds very handy.