

Go into (Solid) Viewport Shading and press the Tab key to take you into Edit mode. For now you can also hide the high res version by clicking the eye icon next to it. Import your low res OBJ back into Blender and again rename it to Low Res.Then save your model you can re-name this as “Low Res”. Under Mesh Setting check Pure quad mesh with smoothing iterations of 1, then click Extract Mesh. Now click on Solve beneath Position Field.You can also use the Orientation Comb to cause the mesh to curve around your object. Note: It can be anything between 2.0 K and 2.9 K. Now load up Instant Mesh and import your OBJ model! This is easy, just click Open Mesh in the top lefthand corner and navigate to the Hi Res OBJ you just saved.You may have to do a bit of trial and error, and unfortunately there is no undo button in Meshlab so you’ll have to start from a previous save. The simplest way I have found to do this is going to Filters > Cleaning and Repairing > Remove isolated pieces (wrt diameter) it will give you a recommended option, try this and see how it looks. Personally, I like cleaning up meshes first in Meshlab, especially if there is stray imagery.Note: Make sure you have Limit to: Selection Only checked on the right panel. Next ensure that we have the model selected, then go to File > Export > Wavefront OBJ. Now take a look at your model in wireframe view as you will see, the mesh is a mess, there are sometimes holes and a mixture of large and small faces.Repeat, using G to grab and reposition your object. Click Num 7 for Top View and rotate again if needed. Click Num 1 for Front View and rotate your model again until it is sitting flat. Click Num 3 on the number pad for Right View now press R and use your mouse to rotate your model until it is squared up. The model is now in Blender, but you need to straighten it.Go to Meshroom Cache > Texturing and import texturedMesh.obj. Go to File > Import >Wavefront OBJ, then navigate to where you saved your Meshroom project. After finished processing, import the OBJ model into Blender. (If you already have a mesh, just skip to Step 5.) Compile the model in Meshroom.To begin, make sure you have Meshroom, Instant Mesh, and Blender installed.The process is straightforward: Compile the model in Meshroom ➡️ import and straighten up in Blender ➡️ export it into Instant Mesh ➡️import the low-poly version into Blender ➡️ repair the low-poly version ➡️ unwrap the low-poly version ➡️then bake the textures and normal from the high to the low-poly version!

I have simply written up the instructions from Blender Bones on YouTube. The following is a guide on how to get a messy, high-poly, photogrammetry Meshroom model into a clean, but detailed low-poly, game-ready asset for Blender. HighPoly2LowPol圓DMesh Converting High-Poly Meshes to Low-Poly (unedited version 🚨)
