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big skinned mesh in editor
I create or import skinned mesh over 250000 vertices and 400000+ triangles and have errors in UnityEditor from preview https://a.radikal.ru/a17/1811/9f/06d2e9214e4c.png
Answer by anon7998 · Feb 16, 2020 at 09:03 AM
Its HIGHLY inadvisable to use meshes that big unless you have a really specialist reason to do it. I would use decimate in blender to simplify the mesh, and convert the extra detail into a normal map. You can do this by looking up how to create a blender normal map, one of the tutorials shows you how to use a simple and high poly model and convert the high poly into a high detail normal map.
But I cant help you with your errors, sorry. But as I said, if you converted it to normal map that'd be better.
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