I have made a very high defined half cylinder and when i see the model in game it shows as very low poly but it is very defined actually, it has 17160 verts. The i mported model in Unity as blender extension shows the model in the preview as high defined but if i export it to fbx i can see in the prefab example it creates that it is very low defined, why happens this?
Applying it manually may not be the best idea in general. But when it is exported as fbx, there is the “Apply Modifiers” option which should be used.
Why not? What difference is there to the “Apply Modifiers” option within the export settings?
Or are you talking about still being able to get a lower polycount if needed later on?
That’s exactly what I mean. When you manually apply it, you destroy the low poly version. If there are non destructive workflows, it usually makes sense to use them. Of course, for testing purposes it would have been an option!
I see. Personally, I tend to duplicate the lowpoly version before adding details anyway. So I didn’t think about that too much. But you’re right. In most cases, you may want to keep lowpoly versions for later use or at least for backup reasons.
Well, then you probably didn’t use the modifier. Did you use it in the first place? After clicking the Apply button once, it will disappear and the geometry will be changed permanently - unless, of course, you undo.
What did you do to make the object highpoly? Did you just subdivide the object in Edit Mode? Because doing so will not really make the object smoother but just give it more polygons.