# Boe6's vehicles: Make the Proxymesh

There are many ways of converting a high-res model to a low-res model, but for this guide the “**Remesh**” modifier in **Blender** will be used.

Set all the parts visible and positioned correctly relative to the body in **Blender**. In my case I also added the wheel shadow meshes, as the rim holes caused issues with remeshing details. Join all the objects into one and select the object.\
Example:

<figure><img src="/files/wakXKdOmPdBoKEvNYHdI" alt=""><figcaption></figcaption></figure>

The **Remesh Modifier** is available in the properties menu, under modifier properties: It

<figure><img src="/files/IitDzuyEcoGVBKcnEXND" alt=""><figcaption></figcaption></figure>

It is recommended to save before adding or changing settings in the modifier, as unintended settings can crash **blender** fairly easily. Here are the settings to adjust in **Remesh**:

<figure><img src="/files/fwyyrG7PDaczbCVsx7Qw" alt=""><figcaption></figcaption></figure>

Try to create a final proxy mesh with a low amount of faces/triangles. The face current face count visible in **blender** can be seen in the top left of the viewer.\
Example:

<figure><img src="/files/gOGJAOMOinsdVd4bVVDa" alt=""><figcaption></figcaption></figure>

Most use less than 2 thousand faces for a proxy mesh. You’ll also need to update the **blender** model to be correctly position, as the `.rig` will modify it. Translate your model with the reverse values used to translate the initial proxy mesh.

Once the mesh is ready, a texture is needed. I recommend this guide for texture painting:

{% embed url="<https://www.youtube.com/watch?v=WjS_zNQNVlw>" %}

Once the texture is ready, you can export it from **Blender** under `Image > Save As.. >`

<figure><img src="/files/89jBSm0dXOXKw2X8KTnY" alt=""><figcaption></figcaption></figure>

Save it as a `.png`, and then import it into the project as an `.xbm`

In the `proxy.mesh`, update the texture path:

* `.mesh > RDTDataViewModel > preloadLocalMaterialInstances > 0 values > baseColor`


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