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Decimate vs retopology: which should you use?

Decimation is fast and messy; retopology is slow and clean. How each works, what they do to UVs and deformation, and when to use which.

Aman PorwalFounder @ Vi3W

3 min read

A pencil sketch of a brass lantern on paper, with the same lantern rising off the page as a solid, lit object

Quick answer

What is the difference between decimation and retopology?

Decimation automatically removes polygons from an existing mesh, quickly but with messy, triangulated topology. Retopology builds a new, clean mesh over the original, usually in quads with edge loops placed for shape and deformation. Decimate static props and background objects; retopologise anything that animates, is seen up close or needs good UVs.

Both reduce polygons, differently

You have a mesh with too many polygons, a sculpt, a scan or an AI generation, and you need fewer. There are two families of fix:

  • Decimation removes polygons from the mesh you have.
  • Retopology builds a new mesh on top of it.

Same goal, very different results.

Decimation

Blender's Decimate modifier has three modes, as described in the Blender manual:

  • Collapse merges vertices "progressively, taking the shape of the mesh into account". A Ratio sets how much survives: 1.0 leaves the mesh alone, lower values remove more.
  • Un-Subdivide reverses subdivision. It works best on grid-like meshes.
  • Planar dissolves edges between faces that are nearly flat, controlled by an Angle Limit.

Strengths: one slider, seconds of work, preserves the overall shape well at moderate ratios.

Weaknesses:

  • Produces irregular triangles with no edge flow.
  • Doesn't place edge loops where joints bend, so animated models deform badly.
  • Can damage UVs and textures, especially at low ratios.
  • Hard to edit afterwards.

Retopology

Retopology means building a new surface that follows the original's shape, usually in quads, with edge loops placed deliberately: around eyes and mouths, at elbows and knees, along hard edges.

It can be manual (snapping new geometry to the original surface in Blender), assisted (add-ons and tools like QuadriFlow, Blender's Remesh with Quad mode), or automatic (as Vi3W does on every generated model).

Strengths:

  • Clean, predictable topology that's easy to edit.
  • Edge loops where deformation happens, so animation works.
  • Better UV unwrapping.
  • You control exactly where density goes.

Weaknesses:

  • Manual retopology takes hours for a complex model.
  • Automatic retopology is quick but can't know which joints you'll animate.

Side by side

  • Speed: decimate is seconds; manual retopology is hours; automatic is in between.
  • Topology: decimate gives messy triangles; retopology gives clean quads.
  • Animation: decimate is poor; manual retopology is best.
  • UVs: decimate can break them; retopology needs new UVs but gives better ones.
  • Editing later: decimated meshes are hard to edit; retopologised ones are easy.

Which should you use?

Decimate when:

  • The object is static: rocks, rubble, props, background buildings.
  • It's seen from a distance or is small on screen.
  • You're making LODs from an already-clean model.
  • You need a quick reduction for a prototype.

Retopologise when:

  • The model will be rigged and animated.
  • It's a hero asset seen up close.
  • You need clean UVs for hand-painted textures.
  • You'll keep editing the model.

A common combined workflow

  1. Start from the dense mesh (sculpt or AI generation).
  2. If it's a hero asset, retopologise.
  3. Bake detail from the dense mesh to the new one's normal map.
  4. Decimate the clean mesh to make LOD1, LOD2.

With AI-generated models

Vi3W retopologises every model automatically, so you start with a lighter mesh than a raw generation. For props, that's often enough. If you need fewer triangles still, a light Decimate is a quick finish. For characters that will animate, plan a manual pass on the joints; see why AI characters deform badly. Cleaning up an AI-generated model covers the full Blender routine.

Want to skip most of the reduction work? Generate in Vi3W and start from a retopologised mesh.

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