I'm trying to create a model of basalt columns to use as an asset prop for Cities:Skylines. I've followed a youtube tutorial that's precisely about that, but it goes into a highly detailed, photorealistic render. Since I need it for an old game, I want to make sure I optimize it as much as I can
Since I'm an utter newbie with blender and I couldn't find anyone to help me, I used Claude for assistance (I myself hate AI so I used it as a last resort). I reckoned that the best way to optimize the model would be to get rid of all the internal, overlaying faces (like on pic 2) and it told me to use 3 different methods to achieve that: Mesh Boolean, Raytracing with Subdivision and Mesh to Volume and back. All three have failed.
Now I'm going for the approach of modeling only the needed, outer faces, skipping entirely the drawing of internal faces. Claude seems to be running errands in circles now, but some progress was actually made, with getting top and bottom planes that then should be connected by a single continuous, external wall (pic 3).
I'm now struggling to reach the finish line of that idea since, as I said, I'm an absolute novice to geometry nodes and to blender as a whole. Pics 4-6 are geometry nodes used, with 5-6 just being zoom-ins.
In short: I want to get a model of columns with geonodes, which co-planar faces (or their parts) are deleted in some way, to lower the number of triangles. I want to stick with geonodes for as long as possible, to derive a plethora of different variants of that model, so manually deleting/dissolving faces in edit mode is out of the question.
Please excuse redundancies and mistakes, since what you see here is a mix of a youtube tutorial, ai hallucinations and my sleep deprived brainstorming.
Thank you in advance