# 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="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3f2236702803989748f3d667e49ce76d876bd235%2Fimage162.png?alt=media" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-778a1be64759a00cf1f53e90999f49f0b6a557dd%2Fimage141.png?alt=media" 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="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c1980c691d43bc3c10b59c9d5bec562ba16160b9%2Fimage140.png?alt=media" 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="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-49b621a6dd982dd34a17b0702a5cdd9e42fe735c%2Fimage45.png?alt=media" 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="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2e3dc6101b5f3d198b287c29edd2dc0a79135fb5%2Fimage43.png?alt=media" 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`
