The problem is that in the scene, after outputting console.log(renderer.info), I get 480,202 in the triangles parameter.
After assigning the following parameter to all meshes of the model:
child.material.side = THREE.FrontSide
I get 426,607, which is still a lot.
In the scene and in the model no lights and shadows are used, only environment map (the numbers above are already given with triangles skybox subtracted)
I can’t understand why there is such a big gap in the numbers, if anyone has encountered similar and can point out what to look out for or what could be the cause of such a difference, I’d appreciate it).
Thanks!
flipping the whole model frontside doesn’t seem like a good idea, things that should not normally render now do. it would be better to fix flipped normals in blender.
lights and shadows will also affect the count because the scene will get rendered double or more, depending on how many lights and which type. Pointlight for instance + castShadow renders the scene 6 additional times.
triangle count also depends on how you’re looking at it and from from angle.
btw you don’t need this anymore, nor will this have any effect
it doesn’t affect the amount of triangless.
Also, there is no lighting or shadows in the scene, except for the environment map. But the whole sphere with environment map takes 5780 triangless.
It turns out that such a variation in the number of triangless may be related to the resolution of the model itself?
sketchfab models are not typically prepared for the web and/or game ready, they are way too complex.
from your code it also looks like you’re using scene.gltf, which means you’re loading a 70-100mb model. the vertex count is the least of your problems in that case because no one is going to wait for your site. a model on the web should be 3-4-5mb max. you can reduce geometry in blender and then use tools like gltf-transform or gltfjsx to compress it into a glb. you need draco loader in that case.
I understand that I need to maximize the model initially, and then add it to the scene.
Could you please tell me where I can learn how to properly prepare a model in blender for further use in the web?
Are there any basic rules or restrictions on model size, format and so on?
Maybe there are some verified sources
blender is not easily explained. i would start with a couple of beginner tutorials. there is a decimate modifier and edit mode has a couple of cleanup tools. it’s very useful to know if you’re using threejs with models.