Plant geometry for large GLTF-based scenes

Hello! I’ve been trying to cut back on my gltf file sizes and have come to the conclusion that the plant objects in my scene are taking up most of the polygon count. Is there a simple way of having a very lush scene while keeping polygon counts down?

For reference, most of my plant objects are just flat planes with 2-3 subdivisions that have been repeated at various angles. I’m aware this is not the best way of modeling plants but I’m relatively new to 3D workflows so any tips would be greatly appreciated!

1 Like

Use linked duplicates , (use ALT+D instead of Shift+D in blender), only one tree’s data will get exported and they will share their data in three.js
but each tree mesh will add an extra “ draw call “ so watch out for perf issues (look into Instanced mesh if this happens)

And use draco compression to reduce gltf file size

1 Like

To me the only red flag on those stats is the 7,000 objects — the vertex count of 124,000 is fine.

I would caution that direct exports from a DCC tool like Blender are never particularly optimized. It’s hard to say what’s making your files larger without looking but a good starting point would be to run the file through an optimizer like gltfpack or gltf-transform. For example:

gltf-transform inspect in.glb

gltf-transform optimize in.glb out.glb --compress meshopt --no-instance

These tools would have similar features for removing duplicates and adding draco or other compression as well.

1 Like