Removing superfluous vertices in a large mesh I have a mesh for a procedurally generated maze, in which there are, due to overlapping walls, a large number of superfluous vertices along the walls and corners.

(Edit: Actually, the walls are all individual, slightly overlapping cuboids, so maybe I should try some boolean operation like union on them?)

(Edit2: See below for the .blend file)

Is there an easy way to remove all of these so that I am left only with the straight planes? I thought I could use something like limited dissolve or the Decimate modifier, but I can't get these options to work. (Not sure what I am doing wrong, but applying them either does nothing or causes the mesh to go out of shape).



Here is the .blend file: maze.blend
I have tried to mimic your scene and this worked quite well for me... so maybe it is worth to try:

EDIT: It looks like this method works only for a simple model like in my example, if it is more complex scene, you need to divide it into smaller parts otherwise the Remesh modifier does not reconstruct the model properly.


Join all blocks into one mesh
Add Remesh modifier, untick Remove Disconnected Pieces and play with the Octree Depth to get the initial shapes
Add Decimate modifier - planar
Apply modifiers




Then just apply that last modifier (the gif was too big to upload so I had to cut it there).

The result should look like this: