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Optimize a Model in Blender

Bring a high-poly model under League's 65,000 vertex limit with Merge by Distance and the Decimate modifier.

League can't load a model with more than about 65,000 vertices. Models you download, especially AI-generated ones, often go way past that. This guide shows two ways to bring the count down in Blender.

A 2B model in Blender with the statistics overlay showing 219,906 vertices

This 2B model has 219,906 vertices, more than three times the limit.

Can't see the vertex count?

Open the Overlays dropdown at the top right of the viewport and enable Statistics.

Merge by distance

Most imported models have lots of duplicate vertices stacked on top of each other. Merging them costs nothing: the model looks the same and loses a huge chunk of its vertex count.

  1. Select your model and press Tab to enter Edit Mode.
The model in Edit Mode with the whole mesh selected
  1. Press A to select every vertex.
  2. Press M to open the Merge menu and pick By Distance. Always use By Distance, the other options squash everything you selected into a single point.
The Merge menu open with At Center, At Cursor, Collapse and By Distance

Blender shows how many vertices it removed at the bottom of the window. Here it removed 188,335 vertices and the model dropped to 31,571, well under the limit.

After Merge by Distance the model has 31,571 vertices and Blender reports 188,335 removed

If the count is still too high, raise Merge Distance in the panel at the bottom left a little, for example to 0.001. Don't push it too far or nearby details start fusing together.

Decimate

If merging isn't enough, use the Decimate modifier to simplify the mesh.

  1. Press Tab to go back to Object Mode and select your model.
  2. Open the Modifiers tab (the blue wrench icon) in the Properties panel on the right.
The Modifiers tab, a blue wrench icon, circled in the Properties panel
  1. Click Add Modifier and search for Decimate.
  2. Switch the mode to Planar.
  3. Raise Angle Limit little by little and watch the vertex count until it's where you want it. Enable UVs under Delimit so the textures don't get stretched.
The Decimate modifier set to Planar with Angle Limit and the Delimit options
  1. Open the dropdown arrow on the modifier and click Apply so the change is baked into the mesh before you export.
Combine both

On very high-poly models, merge by distance first, then decimate what's left. Aim for under 60,000 vertices to leave some room. For more model prep steps, see the 3D Model Swap guide.


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Written by the Divine Skins community. Open source on GitHub.