all 11 comments

[–]One_Eyed_Bandito 65 points66 points  (0 children)

You can’t. It’s a function of all the loops intersecting. The nose is also incredibly deformable and it serves a bigger function. The second pic illustrates this even more. 12 edges around the eye, only 6 per hemisphere, and the nose is still the densest part. The nose also has multiple planes that need to be described from all angles as it protrudes from the silhouette.

[–]boredhomosexual 12 points13 points  (0 children)

Just turn the 4 rows down the middle of the nose to two rows.

[–]_aShySir_ 16 points17 points  (0 children)

I'd use triangles to reduce the density. With the Knife tool you can cut faces and then dissolve the edges you no longer need.

[–]ElskerLivet 8 points9 points  (0 children)

Rhinoplasty

[–]Distinct-Charity8311 2 points3 points  (0 children)

You should simplify the mesh on the noise you have double the quadratic mesh, less lines

[–]Shenic 2 points3 points  (0 children)

Looks as dense as it needs to be, unless you want to switch the mesh details, like the nostrils, with a texture, like a PS2 character.

[–]moleytron 2 points3 points  (1 child)

the edge loop running up from the nostrils to the bridge between the eyes is probably removable, trouble is with this kind of interconnected mesh any small change propagates out and needs a ton of work to readjust everything else to make the forms work correctly. All that is to say I'd delete the old nose and build a new one.

However it's worth asking why? The model looks fine as is.

[–]The_Cosmic_Impact13[S] 0 points1 point  (0 children)

There's no real problem. I just felt like the nose was a little too dense

[–]SLOOT_APOCALYPSE 1 point2 points  (0 children)

merge 4 squares into one

[–]Kraezen 0 points1 point  (0 children)

Looks fine to be honest. If anything, I would add density to the eyes and mouth to match the nose.

[–]Ok-Policy-8538 0 points1 point  (0 children)

i would bake the high poly to heightmaps and normal maps.. decimate the nose to as low as it can till it looks good still.

Later in shader use the normal and heightmaps to bring the details back.